Ethan Adrián Nava León
ethan_leon
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GLTF / GLB Limitations and exporting issues... Urgent!!! Feb. 27, 2023, 4:29 p.m.
Hi!
I am building a randomized character exporter using pdg that outputs glb files for web and an image for each character. As expected in houdini projects, this is not as straight forward as it sounds and my time to solve this is geting tight.
Context / File Structure
I got 30 Rigged Characters from another 3D artist, blender user, and using mesh names I made a PDG switcher for heads and bodies. Blender materials obviously werent exported, so we baked procedural textures to images and I mirrored materials to redshift. everything working alright here. Then, I polyreduce geometry and map redshift materials to Principled Shader materials for export and such workflow seems to be the right one to export materials within glb.
Issues
I am building a randomized character exporter using pdg that outputs glb files for web and an image for each character. As expected in houdini projects, this is not as straight forward as it sounds and my time to solve this is geting tight.
Context / File Structure
I got 30 Rigged Characters from another 3D artist, blender user, and using mesh names I made a PDG switcher for heads and bodies. Blender materials obviously werent exported, so we baked procedural textures to images and I mirrored materials to redshift. everything working alright here. Then, I polyreduce geometry and map redshift materials to Principled Shader materials for export and such workflow seems to be the right one to export materials within glb.
Issues
- A) When exporting characters that have static objects (non bone weighted) these get erased from the file, which is weird because blender glb's export support static objects...
Image 1 shows a character with his static ground in Houdini
And here (image 2), in windows 3D viewer (as would also happen in blender, unreal, three.js, etc...) ground geometry just disappears, non existent, non editable...
https://drive.google.com/file/d/1v1nWrY90EzyIY9h7lh7ljXCtZiIRRfnZ/view?usp=share_link [drive.google.com] - B) For some kind of reason, some material setups export nan's onto the gltf code, so it cannot get imported anywhere. As far as I've seen this issue occurs mostly with textured materials. When I assign them a single simple material they work just right.
Textured Character with this issue in Houdini (image 3):
https://drive.google.com/file/d/1a3Pk-iFbchShpcsrGqSfixsWXnKES5x5/view?usp=share_link [drive.google.com]
Blender Error Message:
Bad glTF: json error: Expecting value: line 3183 column 11 (char 46008)
error in code (iamge 4):
https://drive.google.com/file/d/13y5YkkmZS2GJ5gQXuquwzGJMhmt7Dz-U/view?usp=share_link [drive.google.com]
Same character woks fine with a single non-textured material in blender, unreal, etc... And as in topyc A, static objects were not exported (image 5):
https://drive.google.com/file/d/1I9wBTzMTn_ppQ4sPEFYjh2fVWV7VO9RL/view?usp=share_link [drive.google.com] - C) This is actually a request for sideFX... It took me too long to find out that you are only able to export one animation clip with GLTF Character Out SOP, and I need to export multiple clips for more than a thousand characters, such as blender... it would be nice to be able to save a lot of time with that feature... thank you