If you are exporting it manually from the file menu, you can layer the d and the d in Solaris with 2 sublayer nodes. In my video that happens automatically in a post-export process. This file can be added now as a new layer in the d file. Then you have a file, which contains only your animated geometry and nothing else (no shaders, no camera, no props.). "- the animated geometry gets published as dc and added as a sublayer in the d, which can be loaded by downstream departments" what this means? Should I use traditional way caching out animated geo as usdc? like file>export> Or is there other way? Yes you can save out your animated geometry as. RichardFr inki RichardFr - the animated geometry gets published as dc and added as a sublayer in the d, which can be loaded by downstream departmentsI am bit confusing this part. The Maya USD workflow is much more limited than in Houdini for sure, but at least downstream departments can load the d and have everything they need from the upstream departments. mb file and animates them - the animated geometry gets published as dc and added as a sublayer in the d, which can be loaded by downstream departments So the Maya stages are used in animation only for bringing in static assets and the camera for reference and playblasts. mb - animation loads the d as USD data, which contains the shot camera, the set and character assets for reference - animation also brings in the rigs from the. I went through an example USD workflow, which also brings Maya animation into Houdini: The way it works in this example: - rigging imports the asset geo as native Maya geometry so it can be rigged - the rigged asset gets published as. The objects, which will be animated need to be imported as Maya geometry unfortunately. Also as far as I know there is no easy way to convert USD objects to native Maya objects. Yes you are right, you cannot rig or even animate USD objects in Maya. Just counting the days until we can go full on with kinefx Only way to export non-usd stuff to usd is to export the full non-usd stuff rather than just the changes/overrides that you actually want. But not add custom geo or anything to it. import a usd structure and move/change things already there. Or importing the model and placeing it in the structure even. But since maya doesnt seem to have a way of placeing things into a usd structure unless exporting it first, you would not be able to rig the model and keep it in the same structure. Publish usd - Light brings in d which now has the anim on the model (d + d + d). Some_model_d exported (name matching the manifest) - These and other layers are linked in d - Anim brings in d which automatically has the model. The optimal way would have been (simplified version): - d with the structure and all asset names. But that doesnt really jive with the optimal workflow we can use within houdini. So what we do today is that we just reference that in.
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