Ben Schrijvers


About Me

Game Artist


Recent Forum Posts

Alembic: Getting correct transform/shape names back into Maya June 19, 2018, 11:48 a.m.

Hi Jonathan,

Your settings work, nice and clean.


Alembic: Getting correct transform/shape names back into Maya June 14, 2018, 5:46 a.m.

Hi there,

In the past (I believe) I did manage to get correct names back into Maya for my packed objects.
I'm using packed geometry because this gives me transformations on the transform node in Maya.
When I use “Build Hierarchy From Attribute” and name my pack “Beam_0” I get:
- Beam_0_packed1   (transform node)
  - Beam_0         (shape node)

But what I want is:
- Beam_0          (transform node)
  - Beam_0Shape   (shape node)

When I'm not using packed geometry and set the name attribute explicitly to “/Beam_0/Beam_0Shape” I get the correct names and hierarchy.
But then I loose the transformation so that's a no-go.
I rather not make a script to fix the names after import.
Are there any other attributes I can use or mis-use to get this working?


Python SopVerb Feb. 28, 2018, 12:33 p.m.

Hi Michael,

Very useful info! The manual could do with some examples.
The one you give here is already different to the ones in the video because they use hou.Geometry() rather than hou.pwd().geometry() to work on.

I've already solved my problem with a regular foreach sop network.
Also because I realized I needed a Refine Sop anyway which is not yet supported as verb.
I just needed to add a new point in my curve. Surely I could have used a Fuse verb afterward but that would be a bit dirty.

But I'm sure I will use verbs at some point!

And I'll also start using compile blocks soon.
I'm considering using the spare inputs also when not using compile blocks.