Pascal Beeckmans
PascalBkm
About Me
専門知識
Generalist
業界:
Gamedev
Houdini Engine
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Recent Forum Posts
Exporting .fbx as object sequence (frame by frame). 2018年11月12日14:13
Hello,
A workaround is to create s shelf tool with this :
import hou
node = hou.node(“/path_to_fbx_export_operator”)
for i in range(0,51):
hou.setFrame(i)
node.render()
A workaround is to create s shelf tool with this :
import hou
node = hou.node(“/path_to_fbx_export_operator”)
for i in range(0,51):
hou.setFrame(i)
node.render()
Exporting .fbx as object sequence (frame by frame). 2018年3月5日14:07
Hello,
I have an object sequence in sop (every frame generates a new geometry), and I need to export it as frame sequence, something like tree_$F.fbx. But so far the .fbx rop seems to write only the first frame, and some kind of animation data (in a folder called **.fpc).
In other word, I need the frame by frame option from the .abc rop, but for a .fbx format.
Is it any magic workaround to solve this ?
I have an object sequence in sop (every frame generates a new geometry), and I need to export it as frame sequence, something like tree_$F.fbx. But so far the .fbx rop seems to write only the first frame, and some kind of animation data (in a folder called **.fpc).
In other word, I need the frame by frame option from the .abc rop, but for a .fbx format.
Is it any magic workaround to solve this ?
Signed custom attribute to .exr texture. 2017年12月21日10:54
Hello,
I think I'm starting to understand the texture baking in Houdini.
So the question is a little bit different, how can I save signed .exr ? (.exr is supposed to support negative value right ?)
I think I'm starting to understand the texture baking in Houdini.
So the question is a little bit different, how can I save signed .exr ? (.exr is supposed to support negative value right ?)