[Sidefx-houdini-list] Maya .anim curves in Houdini
Andrew D Lyons
tstexture at gmail.com
Wed Feb 21 13:35:00 EST 2007
That is the exact math I used for weighted channels, and it's these
curve sections that have the slight numeric problems. It's 99.995% of
the way there - which is good enough for lighting and some animation
work - but not for camera animation and some other things.
Before I look into writing new curve functions for Houdini, I just
want to find out if anyone used this math to get super precise
results? I'm not sure where the problem is at this point. I'm using
the mel xform function to sample values out of Maya to do comparisons
in CHOPs. Maybe it's there?
On 21/02/07, Edward Lam <edward at sidefx.com> wrote:
> I helped someone do this before as well. The formulas for cubic interpolation
> can be found here:
> Lucio Flores 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
> >> --
> > -------------------------------------------
> > God, how much more profitable would it be,
> > if the Thinker would learn from the Drunk?
> > - Kafka
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Andrew D Lyons | Digital Artist | http://www.tstex.com
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