FBX Export in one file without the fpc

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Hello, new to Houdini and it is seeming to be the missing key in my workflow. That being said, the exporting of an fbx seems to be a bit 'specialized'.... In Blender, you can export a keyframed animation in an fbx file, just one file. However for the life of me I am unable to do this in Houdini.

Example:
Create box in a geometry node, keyframe to move to a location and back, and export as fbx.

In blender the output in one fbx file with the animation in it.
In Houdini, the output is a static fbx file with the fpc folder. If the top level geo node is keyframed, it exports like Blender however Im at a loss for then making a procedural animation with the power of Houdini ie making the boxes verts move and morph etc or have boxes assemble etc.

Any help would be much appreciated and have a hunch this is as simple as checking a box!
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alexwickes
. In Blender, you can export a keyframed animation in an fbx file, just one file. However for the life of me I am unable to do this in Houdini.
what you are trying to export however is not keyframed animation, but direct geometry deformation aka pointcache

which to my knowledge is common for .fbx exporters to export as a sidecar pointcache file in Maya Cache (.mc) or 3dsMAX Point Cache (.pc2) files
not sure if Blender can export pointcache deformation using .fbx export but if it can I bet it would also have to export it as a sidecar file

as an alternative you can export your geo including pointcache deformation or even with changing topology as .abc which tends to be more common, or even .usd
Edited by tamte - 2023年6月3日 15:23:35
Tomas Slancik
CG Supervisor
Framestore, NY
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