Simon Lundberg
SimonLundberg
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Changes inside an Instance Node don't update viewport unless I toggle its visibility? Help! 2020年2月6日14:52
howiemI have the same issue! I was googling for a solution and came across this.
I'd appreciate it if anyone can tell me if they have the same issue so I can RFE it without wasting SideFX's time - I'd hate to find it's just some setting I've got wrong
FBX Export Groups / Primitives as Separate Objects 2019年6月27日3:48
I think I figured out a sort-of workaround for this. You need to go via the Alembic output, which as an option to build the object hierarchy from a string attribute. What you need to do is the following:
1. Set up a string attribute on the primitive level. This string defines the path in the output file that the primitive will be placed in.
2. Create an Alembic output node. Doesn't matter if this is a ROP in the SOP context or the output context.
3. Turn on “Build hierarchy from attribute” and point it to the string attribute you set up in step 1.
4. Export.
5. Import the Alembic file and re-export it as FBX. This FBX export will preserve the attribute-driven hierarchy created.
See the attached screenshots. As you can see in the modo screenshot, the object names are preserved. Forward slashes means it creates a hierarchy of nulls. These nulls are presumably at world origin, so it might be difficult to use this for animation.
1. Set up a string attribute on the primitive level. This string defines the path in the output file that the primitive will be placed in.
2. Create an Alembic output node. Doesn't matter if this is a ROP in the SOP context or the output context.
3. Turn on “Build hierarchy from attribute” and point it to the string attribute you set up in step 1.
4. Export.
5. Import the Alembic file and re-export it as FBX. This FBX export will preserve the attribute-driven hierarchy created.
See the attached screenshots. As you can see in the modo screenshot, the object names are preserved. Forward slashes means it creates a hierarchy of nulls. These nulls are presumably at world origin, so it might be difficult to use this for animation.