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

Larry Giunta larry at gcreativestudios.com
Wed Oct 13 18:49:43 EDT 2010


Looks like cool stuff Miles. I'm gonna check this out.

Larry




On Oct 13, 2010, at 6:29 PM, Miles Green 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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