[Sidefx-houdini-list] Maya .anim curves in Houdini

Andrew D Lyons tstexture at gmail.com
Wed Feb 21 13:04:04 EST 2007

Hi Lou,

I implemented something like that, but when I was comparing sampled
Maya and Houdini keyframes in CHOPS, I found minor numeric differences
(+/-0.003 for extreme slopes). That's a big problem for camera
rotation channels.

I wrote the converter in python using functions from the math module.
Python uses doubles exclusively, so I'm guessing the problem is deep
somewhere in the keyframe functions, or the way they are evaluated.

How accurate was the one you wrote, and how did you implement it?


On 21/02/07, Lucio Flores <dogboy_l at yahoo.com> wrote:
> I wrote something like that at DD years ago. YOu need something to dump a text
> version of the keyframe data onto disk. Most animation channels are just cubic
> hermite or bezier functions, so its just a matter of getting the
> slope/time/value info, and correctly translating that into houdini. Some
> packages have the slope derivative as value per frame, or value per second, so
> there may be a fps multiplier in there. Using that was enough to translate
> keyed channels between softimage, lightwave, maya, and houdini.
> --- Andrew D Lyons <tstexture at gmail.com> wrote:
> > Hi,
> >
> > Have any studios successfully found a way to accurately convert Maya
> > keyframes into Houdini keyframes?
> >
> > If so - how was it done?
> >
> > My current guess is that we would need the HDK to replicate Maya's
> > curve functions as Houdini curve functions. Not sure if there is other
> > keyframe infrastructure needed though as well...
> >
> > Cheers
> >
> > --
> >
> -------------------------------------------
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> if the Thinker would learn from the Drunk?
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Andrew D Lyons | Digital Artist | http://www.tstex.com

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