[Sidefx-houdini-list] FBX import, no geometry

Ron Schab ron.schab at gmail.com
Wed Oct 13 18:42:22 EDT 2010


Hey Larry

Also it seems like some fbx versions work better then others.
More specifically: using one of the old 2006 ones (choosable on export out
of maya) cause way less trouble then newer versions.


cheers
Ron





Ron Schab
-----------------------------------------------------------------------



On Thu, Oct 14, 2010 at 09:29, Miles Green <Miles.Green at al.com.au> wrote:

> Hey Larry,
>  if its just one problematic polygon object feel free to give my maya
> bgeo exporter/importer  a go, there should be a version for each platform..
>  http://www.houdinistuff.com/
>
> If you need any updates I'm happy to address reasonable requests..
>
> M
>
>
>
> Robert Magee wrote:
> > One thing to note since I wrote that. H11 does now support vertex normals
> in the viewport (and still in Mantra). You can also cusp geometry to get vtx
> normals using the Vertex SOP and from the Normal menu, choose cusping then
> set an angle...
> >
> > Robert
> >
> > On 2010-10-13, at 11:06 AM, Larry Giunta wrote:
> >
> >
> >> yeah, our issue last time unfortunately was not simply reversed normals.
> >> It was an issue of the vertex normals not converting correctly.
> >>
> >> Robert explained it my better than I can so I'll include his reply below
> >>
> >> ---
> >> If the model has vertex normals set up in Maya then you can export the
> >> model to Houdini as an FBX file and it will come in with those normals
> >> intact. Now Houdini's viewport does not support vertex normals and you
> >> wouldn't be able to see them except the FBX importer automatically
> >> throws down an edge cusp node that only cusps edges from the model that
> >> have sharp edges.
> >>
> >> You can actually throw this edgeCusp node away and the File SOP will
> >> bring the model in with Vertex normals as attributes. The model will no
> >> longer look cusped in the viewport but since Mantra DOES support vertex
> >> normals and it will render fine. Note that if you add extra sops after
> >> the File sop then the vertex normals may be compromised therefore this
> >> assumes that you don't want to do very much in sops after it is
> >> imported.
> >>
> >> Obj does not support vertex normals properly - they come in but they are
> >> mangled when you render. FBX is the way to go. Viewport support for
> >> vertex normals is on our radar but for now support for vertex normals in
> >> Mantra is there if you can take advantage.
> >>
> >> Robert
> >>
> >> -------
> >>
> >>
> >>
> >> On Oct 13, 2010, at 10:28 AM, Phil Spicer wrote:
> >>
> >>
> >>> Hi Larry,
> >>>
> >>> A reverse sop seems to fix problematic .obj files from other
> >>> packages...
> >>>
> >>> Kind regards,
> >>>
> >>> Phil.
> >>>
> >>>
> >>> On 13 Oct 2010, at 15:14, Larry Giunta wrote:
> >>>
> >>>
> >>>> Thanks Phil. Yes, that is an option and probably where we will go if
> >>>> we can't get FBX working correctly.
> >>>>
> >>>> However last year, on a similar project, we had a lot of trouble with
> >>>> vertex normals on the obj export ( I don't think they are supported
> >>>> there).
> >>>> so we tried FBX on the suggestion of Ivan and Robert M. .... and that
> >>>> worked great.
> >>>>
> >>>> I'm not even sure if vertex normals will be an issue on this model,
> >>>> but we figured lets give FBX a shot first since we had luck with it
> >>>> last time.
> >>>> Trying to further our knowledge on the format and all that stuff.
> >>>>
> >>>> Thanks also Quinn. We will try a convert to poly + FBX combo next.
> >>>>
> >>>> Larry
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>
> >>>>
> >>>> On Oct 13, 2010, at 9:44 AM, Phil Spicer wrote:
> >>>>
> >>>>
> >>>>> Hi Larry,
> >>>>>
> >>>>> Can you export as a .obj?
> >>>>>
> >>>>> Kind regards,
> >>>>>
> >>>>> Phil.
> >>>>>
> >>>>>
> >>>>>
> >>>>>
> >>>>> On 13 Oct 2010, at 14:31, Larry Giunta wrote:
> >>>>>
> >>>>>
> >>>>>> Hello all,
> >>>>>>
> >>>>>> We're trying to import an FBX file exported from Maya ( original
> >>>>>> data
> >>>>>> was .STEP).
> >>>>>> We really only need the model
> >>>>>>
> >>>>>> The FBX seems to import but no actually geometry comes in. There
> >>>>>> are
> >>>>>> tons of objects labeled like parts of the model,
> >>>>>> but all file SOPs list 0 primitives, 0 points.
> >>>>>>
> >>>>>> Anyone every experience this? I'm hoping it may be something simple
> >>>>>> but we've been up and down the import options in Houdini with no
> >>>>>> luck.
> >>>>>> Wondering if there is some direction I can offer to the Maya artist
> >>>>>> that may help on the export side.
> >>>>>>
> >>>>>> The FBX file in question does appear to be around the correct
> >>>>>> size so
> >>>>>> something is in there ... and it does import back into Maya
> >>>>>> correctly.
> >>>>>>
> >>>>>> Any thoughts or suggestions would be very much appreciated.
> >>>>>>
> >>>>>> Thanks,
> >>>>>>
> >>>>>> Larry
> >>>>>> G Creative Studios
> >>>>>>
> >>>>>>
> >>>>>>
> >>>>>>
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> >>>>>>
> >>>>>>
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> >
> > ----
> > Robert Magee
> > Product Marketing Manager
> > Side Effects Software Inc.
> > www.sidefx.com
> >
> > 416 504-9876 x327
> >
> >
> >
> >
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>
> --
> Miles Green
> Digital Artist, FX Lead TD, Guardians
> T: +61 [0]2 9383 4928
>
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