Giannis Avagiannis
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Recent Forum Posts
Exporting APEX animations into fbx, gltf etc. 2024年11月22日4:50
warrenl
What you can do is copy the anim from one sceneanimate to another using selection sets. Part 6 of the animation workshop goes over this. In it, you can see I have different names (Electra and electra), but if it's the same character then it will have the same controls, so you can just copy all the channels from the one with the bad name, to a new chain with the correct name.
Part 6 is what you want to look at
https://www.sidefx.com/tutorials/animation-workshop/ [www.sidefx.com]
Ohh I feel silly! never thought that it could work like that(that`s too high level for houdini).Got to see all the videos!!!
Thanks a lot!
Exporting APEX animations into fbx, gltf etc. 2024年11月20日12:01
It would be really helpful if some things where explained in the docs.
Like how do you save only the animation of a character.
I know there is a packed "animation" folder .tried to save only that packed prim or even with all other packed prims.
I have forgotten to change the character name at the "APEX scene add Character node"
and animated my character. if I now change the character name at the add character node i lose all the animation.
That`s why i tried to save the animation and "hack" it into a separate addcharacter node with the Apex add animation node.
Thought that if i split unpack the animation primitive and change the rig_path detail attribute and then repack would do the trick.
Any help would be greatly appreciated. For now i just use the default name but i would like to know for future project how to deal with those things!
Like how do you save only the animation of a character.
I know there is a packed "animation" folder .tried to save only that packed prim or even with all other packed prims.
I have forgotten to change the character name at the "APEX scene add Character node"
and animated my character. if I now change the character name at the add character node i lose all the animation.
That`s why i tried to save the animation and "hack" it into a separate addcharacter node with the Apex add animation node.
Thought that if i split unpack the animation primitive and change the rig_path detail attribute and then repack would do the trick.
Any help would be greatly appreciated. For now i just use the default name but i would like to know for future project how to deal with those things!
Cops into Lops 2024年9月4日10:01
Hey i have created a scene where i read textures from cops via the op: syntax.
I load a different texture for each point by constructing the string of the path of the corresponding copernicus output.
Everything renders fine at the viewport but when i render to disk i get no textures.
Any suggestions?
Thanks in advance
I load a different texture for each point by constructing the string of the path of the corresponding copernicus output.
Everything renders fine at the viewport but when i render to disk i get no textures.
Any suggestions?
Thanks in advance