
I'm really looking forward to getting my hands on this!
peteskiHenrikVilhelmBerglundAgreed, it really surprised me this wasn't working, they are only going to be more common in games as things get more powerful.
I'm just hoping for .fbx blend shape export. It's crucial for game characters.
AdamTI hear ya. The biggest difficulty with adding support for exporting Houdini's blend shapes to FBX is that Houdini's blend shapes support is *much* more general than FBX's blend shapes support. We'd need to have code to identify when a network happens to have exactly the right setup where it can be exported, and it'd fail in the vast majority of possible setups, so we'd need some way of trying to determine and then indicate to people what they need to change in order for it not to fail. Alternatively, we could slap together a bunch of heuristics to guess what might be closest, (which would also be a lot of work), but then it'd get into a mess of “Why doesn't this look like it did in Houdini?” Either way, there would still undoubtedly end up being some remaining differences.
As mentioned in a couple of earlier posts, will we see any FBX export (and/or game-related) improvements (blends esp)?
ndickson
I hear ya. The biggest difficulty with adding support for exporting Houdini's blend shapes to FBX is that Houdini's blend shapes support is *much* more general than FBX's blend shapes support. We'd need to have code to identify when a network happens to have exactly the right setup where it can be exported, and it'd fail in the vast majority of possible setups, so we'd need some way of trying to determine and then indicate to people what they need to change in order for it not to fail. Alternatively, we could slap together a bunch of heuristics to guess what might be closest, (which would also be a lot of work), but then it'd get into a mess of “Why doesn't this look like it did in Houdini?” Either way, there would still undoubtedly end up being some remaining differences.
If you really want it, though, please contact support to get added to RFE #70989 for FBX export of blendshapes, (unless you're already on it), and discuss recommendations there.
ndickson
I hear ya. The biggest difficulty with adding support for exporting Houdini's blend shapes to FBX is that Houdini's blend shapes support is *much* more general than FBX's blend shapes support. We'd need to have code to identify when a network happens to have exactly the right setup where it can be exported, and it'd fail in the vast majority of possible setups, so we'd need some way of trying to determine and then indicate to people what they need to change in order for it not to fail. Alternatively, we could slap together a bunch of heuristics to guess what might be closest, (which would also be a lot of work), but then it'd get into a mess of “Why doesn't this look like it did in Houdini?” Either way, there would still undoubtedly end up being some remaining differences.
If you really want it, though, please contact support to get added to RFE #70989 for FBX export of blendshapes, (unless you're already on it), and discuss recommendations there.
ndicksonI did post some suggestions in that RFE, basically to have a checkbox on the Blenshape SOP for making a FBX compatible setup, which in turn would store each blendshape as a 3fp generic attribute which could safely be transported down the SOP stream until output. Wouldn't that work?
I hear ya. The biggest difficulty with adding support for exporting Houdini's blend shapes to FBX is that Houdini's blend shapes support is *much* more general than FBX's blend shapes support. We'd need to have code to identify when a network happens to have exactly the right setup where it can be exported, and it'd fail in the vast majority of possible setups, so we'd need some way of trying to determine and then indicate to people what they need to change in order for it not to fail. Alternatively, we could slap together a bunch of heuristics to guess what might be closest, (which would also be a lot of work), but then it'd get into a mess of “Why doesn't this look like it did in Houdini?” Either way, there would still undoubtedly end up being some remaining differences.
If you really want it, though, please contact support to get added to RFE #70989 for FBX export of blendshapes, (unless you're already on it), and discuss recommendations there.
nodewayPossible future scenarios are just that, but FBX with animated blendshapes is a proven pipeline that works, now, from any other package except Houdini.
Anyway, maybe some other format not owned by Autodesk could be implemented. I think Pixar scene format supports rigs? Maybe it's time to add request to UE4 team to add support for it.
digitallysaneFor sure, blend shapes are such a standard now, I think it would be better to implement them before anything else.
Possible future scenarios are just that, but FBX with animated blendshapes is a proven pipeline that works, now, from any other package except Houdini.
I have two small requests: please make the new smoothing tool available as a node (or update the existing one) and add check boxes in the Edit node for the “Make circle”, “Evenly space selection” and “Straighten selection” commands.