Dai Xiaonan

DaiXiaonan

About Me

EXPERTISE
VFX Artist

Connect

LOCATION
BeiJing, China
WEBSITE

Houdini Skills

Availability

Not Specified

Recent Forum Posts

Skin weights and connectivity from Maya... March 24, 2025, 1:22 a.m.

Yes, it is possible. And I am working on it.
KineFX has its own data structure, and so do Maya.
However it is doable to export maya skincluster data into a xml or json file, and read it in Houdini with python. Everything is pure text so I think it will work.

Is there any way to convert polygon to nurbs curve without a sharp corner? Sept. 24, 2024, 4:15 a.m.

yes, it is decided by an intrinsic attribut called "closed" on prim.
use the function setprimintrisic(0,'closed',0,1) to manipulate it.

multiple uv sets from maya to houdini Aug. 17, 2024, 4:50 p.m.

shadyellaithy
the issue is that i cannot find from my imported file the secound uv set on my geo , so i guess something missing while i export my maya file

I guess it is because maya exports uv attribute in vector2, and Houdini will only recognize uv attribute in vector3. I export my uv sets in alembic(check write uv and uv sets), I am not sure if the same thing happens in USD. Houdini will not treat a vector2 attribut as a uv attribute even it was named with 'uv' prefix or marked with 'texturecoord', as tamte mentioned, thanks by the way.
Just create a attribute wrangle and run in vertices mode.
v@uv1;
@uv1[0]=u@myCustomUV[0];
@uv1[1]=u@myCustomUV[1];
@uv1[2]=0;

Hope it will help you.