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[Sidefx-houdini-list] Sharing animation with Max
Thursday, 31 May 2007 Thu, 31 May '07
Hey Rangi, I recently needed to export from Houdini to Max too. The only script I could find was this: http://scripts.breidt.net/#obj2bin It converts a baked objsequence (differing topology) to a realflow .bin sequence, which you should be able to read through a realflow plugin, available at the nextlimit site. Unfortunately it gave me an error when trying it in Max version 9, so this is only dropping a line in case you hadn't come across it yet. Belgian Beers, Dries. (On their site, v-ray is announcing they are going to release a command line v-ray renderer for linux..., but it wouldn't be the first company to only buzz about it) On Thu, 2007-05-31 at 18:55 +1000, Rangi Sutton wrote:
Hey folks, I'm just starting to look into a Houdini / Max pipeline. At first glance collada looks like a nice starting point, hopefully capable for throwing cameras, lights and set pieces around. But deforming geometry.... In the past I have usually just gone Maya->Houdini by using a mel script to dump out a .obj per frame followed by a file sop in Houdini. Easy. Houdini->Maya harder, but basically a mel script to import every file and sequence blend them if they topology is constant. Not hard. But for Max I'm pretty ignorant to it's whole world. My attention is drawn to it's point cache support, which they propose as a maya<>max format. Anyone tried to use this as a houdini<>max format? I'm aiming at baked out deforming geometry going between packages more than transferring animation channels as such. Anyone trod this path already? Beers, Rangi. _______________________________________________ Sidefx-houdini-list mailing list Sidefx-houdini-list at sidefx.com https://lists.sidefx.com:443/mailman/listinfo/sidefx-houdini-list