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Automating rivet usage for many objects July 26, 2019, 11:42 p.m.

I'm trying to figure out an efficient way of snapping lights to my headlight geometry on an exported alembic. The alembic is being exported outside of Houdini. I have 18 pieces of geometry that need lights attached and one way of doing this would involve creating a point group at the SOP level for each one and creating a corresponding rivet object that will parent the lights. Since the rivet object takes the average of each point in the point group I have to create 18 solo point groups ( as far as I understand ).

Is there a better way of doing this?

If I export my alembic with the vehicle at the origin on a frame before the animation starts perhaps I can place all of my lights once and have just one point/rivet combination. I'm trying to avoid this workflow as adding this extra frame will become a bit of a nuisance as the animation is changing frequently.

Maya To Houdini - Least destructive Alembic Archive Workflow July 24, 2019, 4:37 p.m.

Thanks for the reply! That makes a lot of sense.

Is it possible to give me an example of what your workflow might be as far as extracting the different groups/shapes at the sop level and your settings on the alembic sop. Blast nodes? Splits? All in one stream?

Do you work packed or unpacked?

If you’re calculating velocity vectors would you then just merge all of the streams together and drop a trail sop?

Any insight on to some of the finer details is greatly appreciated.


Strange Velocity Vectors July 23, 2019, 11:53 p.m.

I ended up re-animating in Maya using similar techniques. Motion Path animation parented to the camera. I exported as an alembic and brought it into Houdini via an alembic archive and the sub-frames look perfect! I dropped in a trail SOP and the vectors look the same incorrect way they did before. Vertical vector trails that do not match the trajectory of the car. What's going on here? Are there other ways to calculate velocity vectors?