![]() In this case I was getting the rotation based on a normal vector direction, but you could directly use instead of the dihedral thing. Maybe there's a simple step I'm missing to get that to work?Īlso, if you really do need to build Euler rotations from a quaternion, you can try this painful bit of VEX code from my library of snippets. In the quick test I ran, the resulting alembic creates a Maya particle system on import, and seems to recognize all my custom attributes from Houdini, but doesn't seem to actually contain any points. You can do this with an Add SOP with 'Add Particle System' turned on. How to import Alembic Scene in Houdini Apprentice - YouTube 0:00 / 3:03 How to import Alembic Scene in Houdini Apprentice There's A Node For That 106 subscribers Share 5.5K views 1 year ago. I seem to remember there being a way to export point particles to Alembic if you add a particle system primitive in Houdini before exporting. The file cache contains empty groups/transform nodes with channel animation, as well as hidden transform nodes with animated child nodes. (3) I found out that when using the Alembic Archive. (1) I created a hierarchy in Maya and then exported it to '.abc' format. And that's without factoring in the headache of converting Houdini's per point matrix or orient to an Euler rotation that (I think) Maya expects, and comparing back and forth to make sure your instancing in Maya matches your instancing in Houdini. Houdini nondestructive Import/Export Alembic 14 0 Joined: 9 2022 5:20 (1) I created a hierarchy in Maya and then exported it to '.abc' format. Houdini nondestructive Import/Export Alembic. I suppose one could potentially get the points into Maya via Engine, then do an nCache and add instances to that, but that's a painfully awful workflow. In many cases these caches are being passed off to lighters that don't want to or can't mess with Houdini Engine, and I assume the cloud rendering services that lighters are likely to use won't support Engine either. Has anyone figured out any workarounds to get instanced packed pieces out to Alembic and into Maya? It seems to have been a consistent problem for quite a while, and I've still not seen any decent ways of handling it.
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