[Sidefx-houdini-list] Proper way to get hardened edge .obj file to Maya/XSI?
craigleehoffman at aol.com
Fri Jan 21 18:02:22 EST 2011
Thanks Robert! Just tried it out.
I am still having issues with this looking bad that seem to be due to using a Triangulate2D (to get the Fonts to be Triangles instead of N-gons) before extruding. Looking into this now...
From: Robert Magee <rmagee at sidefx.com>
To: sidefx-houdini-list <sidefx-houdini-list at sidefx.com>
Sent: Fri, Jan 21, 2011 12:43 pm
Subject: Re: [Sidefx-houdini-list] Proper way to get hardened edge .obj file to Maya/XSI?
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?
> Thanks for any help.
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