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

dave brown dayvbrown at gmail.com
Wed Oct 13 18:47:20 EDT 2010


november 2006 is the one. For animation and cameras particularly.

On Thu, Oct 14, 2010 at 9:42 AM, Ron Schab <ron.schab at gmail.com> wrote:

> 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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> >
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