Hi!
I would like to create an hierarchy in Houdini and export to Maya via alembic. My goal is to have groups in Maya but not geo. Curently, when I export to Maya, I end up with an empty geo (contains no vertex/polygons/etc).
Is it possible to get the same result but have the "D" geo as a group?
-Olivier
Houdini to Maya: create empty hierarchy (.abc)
1809 3 0-
- olivierth
- Member
- 1177 posts
- Joined: April 2017
- Offline
-
- jsmack
- Member
- 8177 posts
- Joined: Sept. 2011
- Offline
-
- tamte
- Member
- 9380 posts
- Joined: July 2007
- Offline
if you don't care about transform values (as it seems from your approach), you can potentially stay in sops
and uncheck ROP Alembic/Geometry/Create Shape Nodes
but since the last token in the path is the polymesh shape node your path will need to be "/A/B/C/D/something"
since the last token will be omitted
(you could potentially preserve transforms with packed prims, but houdini annoyingly renames packed prim names even if there is unique path per packed prim, so it's generally unuseable if you care about names)
and uncheck ROP Alembic/Geometry/Create Shape Nodes
but since the last token in the path is the polymesh shape node your path will need to be "/A/B/C/D/something"
since the last token will be omitted
(you could potentially preserve transforms with packed prims, but houdini annoyingly renames packed prim names even if there is unique path per packed prim, so it's generally unuseable if you care about names)
Tomas Slancik
CG Supervisor
Framestore, NY
CG Supervisor
Framestore, NY
-
- olivierth
- Member
- 1177 posts
- Joined: April 2017
- Offline
Ok, I found a fix.
What I was really doing is exporting an asset from Maya (with a specific hierarchy of groups, etc.). In Houdini I polyreduced an deleted all the geo that wasn't useful in a lower LOD of my asset. Then I exported back to Maya and had missing groups because of the deleted geos.
My fix was to compare before and after I deleted some geos and find all the s@hierarchy missing. Then I simply create primitives with no points/vertex and gave it the missing hierarchy (one per missing geo) and added the sufix _INVISIBLE. That way, in Maya, all the groups are there. I juste need to search for all _INVISIBLE and delete them.
What I was really doing is exporting an asset from Maya (with a specific hierarchy of groups, etc.). In Houdini I polyreduced an deleted all the geo that wasn't useful in a lower LOD of my asset. Then I exported back to Maya and had missing groups because of the deleted geos.
My fix was to compare before and after I deleted some geos and find all the s@hierarchy missing. Then I simply create primitives with no points/vertex and gave it the missing hierarchy (one per missing geo) and added the sufix _INVISIBLE. That way, in Maya, all the groups are there. I juste need to search for all _INVISIBLE and delete them.
-
- Quick Links
