Geovane Pereira
geeosp
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Recent Forum Posts
FBX export pivots. Sept. 17, 2024, 9:50 a.m.
Thank you!!!
FBX export pivots. Aug. 4, 2024, 2:33 p.m.
Hello everyone, this is a question I have since I started working with houdini almost 3 years ago and yet I cant make it work.
How can I control the pivot transform of geometries I proceduraly generate and export as fbx in houdini?
What I am trying to do:
Inside a Geometry sop context, create an undefined number of geometries and make each one of them have a unique name and a pivot position of their own other than the origin when exported.
I already solved was how to control the hierarchy of the generated geometry, it can be done defining an attribute called "path" for each primitive. Is there any similar technique to define the pivot of the generated geometries in the hierarchy?
I export as fbx because my goal is to use them in game development and the pivot location can be used in an infinity of rendering optimization techniques for realtime.
I created a test scene here to showcase what I am trying to make.
How can I control the pivot transform of geometries I proceduraly generate and export as fbx in houdini?
What I am trying to do:
Inside a Geometry sop context, create an undefined number of geometries and make each one of them have a unique name and a pivot position of their own other than the origin when exported.
I already solved was how to control the hierarchy of the generated geometry, it can be done defining an attribute called "path" for each primitive. Is there any similar technique to define the pivot of the generated geometries in the hierarchy?
I export as fbx because my goal is to use them in game development and the pivot location can be used in an infinity of rendering optimization techniques for realtime.
I created a test scene here to showcase what I am trying to make.