[Sidefx-houdini-list] Sharing animation with Max
brian.r.goodwin at gmail.com
Thu Jun 7 09:30:48 EDT 2007
Ive just completed a obj to mc(maya cache) for maya version too, if anyone
its on odforce and ill put it on the exchange.
On 6/7/07, Dries Desmet <dries at urga.be> wrote:
> Hey thanks Rangi.
> Coincidence, but I might need your script right from next week. Now I
> don't have to do as much research. What a true globalist you are :-)
> So you've completely dropped perl now?
> Also, does anyone know if 3dsMax runs well on Vista? I was on the
> lookout, but I can't find a windows XP in the stores here any longer. Do
> I have to run it illegaly, now that I don't want to? But if Vista runs
> well with Max and if it maybe has better improved integration with linux
> (I mean like sshfs and other fuse file systems), I might try that route
> Rangi Sutton wrote:
> > Sean Lewkiw wrote:
> >>> At DNA we had a custom sop that read a point cloud format and
> >>> deformed the input mesh accordingly. It worked very well for taking
> >>> Maya animation in to Houdini. Might be time to crack open the HDK...
> >>> unless someones done this?
> >> We've just finished up exactly this here, a Maya<->Houdini mesh
> >> cache/camera/light translator. Could this be the most re-invented
> >> wheel ever? Every single studio that uses Houdini must have a
> >> version of this tool, which took some tools dude in a dark corner
> >> three weeks to write. This one utility must account for a complete
> >> man-year of work per year across the world.
> > OK...
> > Because Sean said every studio has to write their own I did.
> > http://www.sidefx.com/exchange/info.php?fileid=389&versionid=389
> > That's a python script to convert a sequence of obj files into a .pc2
> > file. Seems to work a treat so far. Now... to write our own
> > camera/light translator ;)
> > Thanks all for your help!
> > Beers,
> > r.
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