[Sidefx-houdini-list] Sharing animation with Max

b.fx at free.fr b.fx at free.fr
Thu May 31 05:20:07 EDT 2007


You don't need to collapse the geo, maybe just add an editmesh on the top of the
pile in max.
francois

Quoting b.fx at free.fr:

> Hi Rangi
>
> check this max script
> http://b.fx.free.fr/maxscript/maxpoly2houdini_b1.00.zip
>
> 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
> to houdini.
>
> cheers
> francois
>
> 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?
> >
> > Beers,
> > Rangi.
> >
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> >
>
>
>





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