MAN9A
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Recent Forum Posts
Exporting Animation Takes with FBX 2008年12月17日5:01
Ok thanks. I thought takes aren't the same in houdini than in FBX and you confirmed me it.
I prefer to create a single take with a single name with all animations one after another and use an intermediary tool to register witch frames corresponds with each animation. If y create separate FBX, my program will last too much opening each FBX with same geo and textures but different animation… or I should try exporting geo and textures in one FBX, and each animation appart in each other FBX file…
I will probe…
thanks a lot!!
I prefer to create a single take with a single name with all animations one after another and use an intermediary tool to register witch frames corresponds with each animation. If y create separate FBX, my program will last too much opening each FBX with same geo and textures but different animation… or I should try exporting geo and textures in one FBX, and each animation appart in each other FBX file…
I will probe…
thanks a lot!!
Exporting Animation Takes with FBX 2008年12月15日5:23
Im Trying to use Houdini animations in XNA Gamedev. I can import FBX animation information but the animation must have named TAKES.
For example if i have a 100 frames animation. from 1 to 30 is wallking,31 to 70 is running and 71 to 100 is falling ground. In maya you can name those takes and call separately from XNA.
Can I name those takes in houdini? how?
thanks a lot!
For example if i have a 100 frames animation. from 1 to 30 is wallking,31 to 70 is running and 71 to 100 is falling ground. In maya you can name those takes and call separately from XNA.
Can I name those takes in houdini? how?
thanks a lot!
Mantra CRASH 2008年5月13日8:03
I created fur and simulated hair falling with a Spring node.
At the moment I like, i exported the fur geometry to a BGEO and import it with a file node.
After file node I want to cut the front hairs. To do this I change to point selection and select the lower points of the hairs falling in the front side. After selecting these group of points I press the delete key and a Blast node is automatically generated. Everything looks good but at this point, I change to “render region” and draw a rectangle to see the render version of this hair and… houdini crasses. Windows must close aplication. If I use the render menu/mandra. The mantra crashes too but houdini don't need to close.
If I go to the blast node and copy the numbers of deleted points and exchange the blast node with a delete node and then paste the points numbers, I get the same effect but the “render region” and the mantra renderer renders good and nothing wrong happends…
I supose there is a problem with the blast node on points or something like that.
PD: I am using the 9.1.211 version
At the moment I like, i exported the fur geometry to a BGEO and import it with a file node.
After file node I want to cut the front hairs. To do this I change to point selection and select the lower points of the hairs falling in the front side. After selecting these group of points I press the delete key and a Blast node is automatically generated. Everything looks good but at this point, I change to “render region” and draw a rectangle to see the render version of this hair and… houdini crasses. Windows must close aplication. If I use the render menu/mandra. The mantra crashes too but houdini don't need to close.
If I go to the blast node and copy the numbers of deleted points and exchange the blast node with a delete node and then paste the points numbers, I get the same effect but the “render region” and the mantra renderer renders good and nothing wrong happends…
I supose there is a problem with the blast node on points or something like that.
PD: I am using the 9.1.211 version