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

Larry Giunta larry at gcreativestudios.com
Wed Oct 13 18:50:44 EDT 2010


hmm ... this also sounds like a good idea. We'll give it a go.




On Oct 13, 2010, at 6:42 PM, Ron Schab 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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>>>
>>> ----
>>> 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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