Cristin Barghiel


About Me

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Head of R&D SideFX


Recent Forum Posts

Exporting Houdini scene to WebGL/three.js Aug. 20, 2018, 6:44 p.m.


Check out []. This python script exports the current scene in houdini to a json description file…

Wow, I didn't expect that Houdini would have no way to export a full scene! I have written a full glTF exporter before, but I'm hoping not to have to do it for Houdini; it's a good chunk of work. And when/if SideFX does implement glTF export that work would be wasted.

At this point I've tried fbx and Alembic, and neither one exports even basic principledshader or textures. Are there other 3rd party exporters?
How do people use Houdini to develop assets for games? Just use it for geometry (exporting obj) and recreate all materials and textures in some other software?

Maybe my comment earlier was a little too subtle. If you can wait a bit, you won’t have to write it for Houdini.

R&D SideFX

Exporting Houdini scene to WebGL/three.js Aug. 7, 2018, 11:18 a.m.

I'm not sure that scene file format is implemented properly/completely. But three.js can load glTF ( Can Houdini export glTF? Seems like no, which is too bad. Three.js also supports COLLADA; can Houdini export COLLADA (dae)?

Your request for GLTF support has been noted.

See also this thread here: []


Coming Up Next Aug. 24, 2017, 10:15 a.m.

Hi. A staff member mentioned back in July that a face rigger was in the works to go with the auto rigger that was introduced with Houdini 16. Should users like me expect to see the feature be released later this year? If so, then will the auto rigger's capabilities be expanded as well to allow users to create complex animal rigs?

We will be looking into providing facial rigs in the future, yes.


My quote says that we're looking at providing a facial rig in the future, not that one is in the works

Ideally, one would be in the works already – there's obvious demand for it and we intended to add one from the very start. Unfortunately, polishing the existing auto-rigs has kept us too busy to seriously tackle facial rigging. Between adding quadruped support to the auto-rigging system and pushing hard on the muscle and flesh project, I doubt that we will have the cycles to release an official facial rig by the end of this year. We have started researching various approaches to it, and the ideal solution is not as straightforward as one might hope. The most we can hope for at this point is to share with you some facial rigging examples by year-end, then see in what direction to take them in 2018.