[Sidefx-houdini-list] Sharing animation with Max

brian goodwin brian.r.goodwin at gmail.com
Thu May 31 05:37:25 EDT 2007


Thats exactly the format that I use,
Ive actually been in contact with Kai Wolter, All of my read and write
classes are from him.

 very easy to implement.


On 5/31/07, Rangi Sutton <rangi at kanuka.com.au> wrote:
>
> b.fx at free.fr wrote:
> > 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
> >
> Great, thanks for that Francois,
>
> We'll no doubt rip that script apart at some stage and make it into our
> purposes.
>
> A bit more research and I think the point cache format could still be a
> useful mechanism.
>
> http://www.footools.com/plugins/docs/PointCache2_README.html
>
> 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?
>
> Beers,
> r.
>
>
> > 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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-- 
brian



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