[Sidefx-houdini-list] Sharing animation with Max
rangi at kanuka.com.au
Thu May 31 05:30:54 EDT 2007
b.fx at free.fr wrote:
> Hi Rangi
> 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
> to houdini.
Great, thanks for that Francois,
We'll no doubt rip that script apart at some stage and make it into our
A bit more research and I think the point cache format could still be a
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?
> 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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