[Sidefx-houdini-list] Sharing animation with Max
b.fx at free.fr
b.fx at free.fr
Thu May 31 05:09:22 EDT 2007
check this max script
I haven't touch that script since long but could be a good starting point.
It allow you to export geo padded sequences from max to houdini. As i remember
you have to collapse the object before exporting the geo (i haven't max at hand
right now). It is a brute force way but it do it.
I haven't try to export houdini to max.
Exporting chanels or wathever is bit a nightmare due to the diversity of
animations controlers in max and/or its non uniformity in general... comparing
Quoting Rangi Sutton <rangi.sutton at gmail.com>:
> Hey folks,
> I'm just starting to look into a Houdini / Max pipeline. At first glance
> collada looks like a nice starting point, hopefully capable for throwing
> cameras, lights and set pieces around. But deforming geometry....
> In the past I have usually just gone Maya->Houdini by using a mel script
> to dump out a .obj per frame followed by a file sop in Houdini. Easy.
> Houdini->Maya harder, but basically a mel script to import every file
> and sequence blend them if they topology is constant. Not hard.
> But for Max I'm pretty ignorant to it's whole world. My attention is
> drawn to it's point cache support, which they propose as a maya<>max
> format. Anyone tried to use this as a houdini<>max format?
> I'm aiming at baked out deforming geometry going between packages more
> than transferring animation channels as such.
> Anyone trod this path already?
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