[Sidefx-houdini-list] Proper way to get hardened edge .obj file to Maya/XSI?
rmagee at sidefx.com
Fri Jan 21 15:43:50 EST 2011
We added cusping to the vertex sop in Houdini which should give you what you want. It creates vertex normals which can then export to Maya/XSI without breaking apart the points. Houdini now supports vertex normals in both the viewport and in Mantra so this addition to the vertex sop was added.
On 2011-01-21, at 2:40 PM, Craig Hoffman wrote:
> Hi all,
> I am currently creating some 3D text that I need to get into Maya or XSI. It looks great in Houdini and great in Maya/XSI, but doesn't output from those packages to a game engine (UE3) correctly due to the Mesh not being "Combined" (the cusping in the "Facet" SOP causes it to be 3 separate meshes) and using the Hardening groups (or whatever it is called in Maya).
> Is there a good way to get geometry from Houdini to Maya or XSI in a way that is interpreted correctly in those packages as one mesh with smoothing/hardening groups so that it exports to UE3 correctly? Would the "crease" attribute do it? FBX?
> Thanks for any help.
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