[Sidefx-houdini-list] Sharing animation with Max
dries at urga.be
Thu May 31 05:27:00 EDT 2007
I recently needed to export from Houdini to Max too. The only script I
could find was this: http://scripts.breidt.net/#obj2bin
It converts a baked objsequence (differing topology) to a realflow .bin
sequence, which you should be able to read through a realflow plugin,
available at the nextlimit site.
Unfortunately it gave me an error when trying it in Max version 9, so
this is only dropping a line in case you hadn't come across it yet.
(On their site, v-ray is announcing they are going to release a command
line v-ray renderer for linux..., but it wouldn't be the first company
to only buzz about it)
On Thu, 2007-05-31 at 18:55 +1000, Rangi Sutton wrote:
> 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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