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Does it need to be alembic? FBX might do what you want unless you are using changing topologies or attributes. I generally stick to vertex normals and UV sets when going to other packages for best results. (If you are doing vertex SOP normals you don't need a Facet SOP which creates a point normal attribute.) -craig -----Original Message----- From: "Kiyoshi Abe" <kiyoabe at gmail.com> Sent: ?9/?18/?2014 7:22 AM To: "sidefx-houdini-list at sidefx.com" <sidefx-houdini-list at sidefx.com> Subject: Re: [Sidefx-houdini-list] alembic. houdini-maya Hi Beatriz, I'm off from the workstation, but I remember that houdini can export float attribute properly but maya importer can't recognise the float attribute as the colorset. So you will need to export the attribute as a float3/4 with color qualifier, unfortunately. You can change the qualifier of your attribute with vop or vex sop or attribute create sop. And another tip for alembic attribute, using 'abcinfo' command in $HFS/bin could help you to your alembic's attributes. Good luck, Kiyoshi On Thursday, 18 September 2014, Beatriz Lorenzo <bealobo at gmail.com> wrote: