Exporting RBD to FBX

   2162   0   1
User Avatar
Member
169 posts
Joined: April 2014
Offline
So I have a simple explosion which is then exported to fbx via the RBD to FBX node.

Plays just fine inside Houdini but no matter what I cannot get it to export properly as an FBX.

I've read the excerpts here and watched the video ( https://www.sidefx.com/forum/topic/76065/?page=1#post-326696 [www.sidefx.com] ) and tried it out, and although it got me closer I still don't have a working FBX representation of my RBD sim.

Even a stripped down version of a simple box RBD fracture still is problematic.

Things I've tried:

RBD to FBX node (not working at all for me). All I get is an 'empty' FBX file.

ROP FBX Output node with "Build Hierarchy From Path Attribute" checked on and an Assemble node before it to create the path and name attribute for the prims.

This gives me a freeze frame of the first frame in the output. So if I export at frame 2 (my sim starts at 2) then I get a static FBX of frame 2.

Funny though because I can see the animation file inside Unity (or in Windows 3d Viewer I see a playbar that plays) but when I play it it's all static, as in the playhead moves but the pieces stay frozen in place.

I'm attaching the hip file (it's just a file node, assembled and output to FBX) along with the files to ingest (bgeo.sc sequence).

Am I missing something. Is there anything else that needs to be done in order for this to work?

Could this be a bug?

Thank you
Edited by firefly9000 - May 30, 2021 18:40:05

Attachments:
rbd_to_fbx.zip (1.8 MB)
export_rbd_to_fbx.hiplc (95.8 KB)
EXPL.png (105.0 KB)

Winter is coming!
  • Quick Links