Luis Moya

Lamc

About Me

EXPERTISE
VFX Artist
INDUSTRY
Advertising / Motion Graphics

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LOCATION
Mexico
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Houdini Skills

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Not Specified

Recent Forum Posts

Caching particles imported using Houdini engine to Maya, so as to use on other machines without Houdini engine. June 11, 2018, 4:44 p.m.

juliap
I have hit this kind of problem if the frame that you initially create the asset at is before the houdini start frame of the sim. It has to sync at a frame where a non zero number of particles exist in the houdini output or it will not create an output particle system. If this is the problem you are encountering, then setting the maya time to a frame where you know that particles exist, sync, rewind and playback should work.


Thanks!! That actually worked!

It was the fact thet I was importing the HDA from frame 0 which has 0 particles, I just moved to the frame where the particles actually appeared and it worked.

Thanks man.

Caching particles imported using Houdini engine to Maya, so as to use on other machines without Houdini engine. June 9, 2018, 2:36 a.m.

Hi,

I found all of this information very useful and I thank you for it,it really helped me.

I'm doing a project where I create some particles in Houdini and I'm adding rotation with pop spin and converting the orient to rotationPP for Maya to read it.

My problem is that when I export the Digital Asset from Houdini and then load it in Maya with Engine, it some times seems to work just fine and everything works perfectly but sometimes it just creates empty groups with the last one being called “emptypart” and no nParticle nor nucleus objects created.

I've exported the sim several times from a file sop and a file obj. And it just seems kinda random when it works and when it doesn't. And when I open the asset with Houdini the particles are there.

I'm using Houdini 16.0.504
And Maya 2016

I hope I can get some help.

Thanks again guys!
Luis Moya