mattd
mattd
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fbx export 2gb limit ? June 30, 2009, 4:22 p.m.
Hello,
I am trying to export an fbx file of a particleFluid for rendering in maya. I have a 180 frame sequence. I can get it to work fine if I keep the files under 2gb. ( I can export 3 60 frame sequences in my case) but it seems to max out at 2gb. Houdini (9.5.379) does not complain and appear to export the whole sequence, but on re import, the cache stops around frame 80, same as in maya.
My question/request is if there is a way to export 1 file per frame (as allowed in maya geometry caches). I think it will also help my maya rendertimes.
Thanks,
MD
I am trying to export an fbx file of a particleFluid for rendering in maya. I have a 180 frame sequence. I can get it to work fine if I keep the files under 2gb. ( I can export 3 60 frame sequences in my case) but it seems to max out at 2gb. Houdini (9.5.379) does not complain and appear to export the whole sequence, but on re import, the cache stops around frame 80, same as in maya.
My question/request is if there is a way to export 1 file per frame (as allowed in maya geometry caches). I think it will also help my maya rendertimes.
Thanks,
MD
problem with fbx export with changing topology Nov. 20, 2008, 11:37 p.m.
I have run into a problem with exporting an object with changing topology, it seems to create unique faces.
When I export a static object and open it in maya, the normals are all as expected and it works well.
However, when the topology changes, there seems to be no way to import that fbx file (into either houdini or maya) with out the faces being unique. I can fuse and recalculate the normals in both packages but it gets quite slow.
(I have tried to fuse on import in maya and it crashes - that's another question for others later)
Is this a limitation of the fbx format?
MD
When I export a static object and open it in maya, the normals are all as expected and it works well.
However, when the topology changes, there seems to be no way to import that fbx file (into either houdini or maya) with out the faces being unique. I can fuse and recalculate the normals in both packages but it gets quite slow.
(I have tried to fuse on import in maya and it crashes - that's another question for others later)
Is this a limitation of the fbx format?
MD
8) :P May 29, 2008, 10:02 a.m.
I'm sorry, I'm guilty.. I love this stuff. It must appeal to my inner tin hat.