[Sidefx-houdini-list] Proper way to get hardened edge .obj file to Maya/XSI?

Craig Hoffman 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...

-Craig


 

 

-----Original Message-----
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?


Craig,



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.



robert



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.

> Craig

> 

> 

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----

Robert Magee

Product Marketing Manager

Side Effects Software Inc.

www.sidefx.com



416 504-9876 x327









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