burninghelix123/Houdini2Maya
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Houdini to Maya Point Converter PointConverter.py and PointImporter.py are programs I created for the purpose of bringing point cloud data and particle simulations from SideFx Houdini into Autodesk Maya. =========================================== Copyright © 2013 Craig Barnett =========================================== This program is to be distributed only by the owner. It was created in the hope that it will be useful to artists, but WITHOUT ANY WARRANTY. =========================================== Craig Barnett, 302 W 40th St Apt A, Savannah, Ga 31401 mailto: craigbme@hotmail.com http://www.bhvfx.com =========================================== This script was developed to conveniently and quickly bring point cloud data or simulations from Houdini into Maya. The reasons I did this were to allow for better integration with your scene without a lot of post work and without the problem of matching lighting. You gain the benefits of being able to use the vast collection of Maya compatible renderers with your simulation along with easily having multiple simulations in one compact and fast scene. Read First: ------------ *These tools can be used to bring point cloud data from SideFx Houdini into Autodesk Maya. *Currently this only works with Houdini's .bgeo or .pc filetype but will hopefully work with more soon. *If you are using Houdini 12 or newer you will need to add .classic to the extension (.pc.classic or .bgeo.classic). Houdini now uses binary files instead of ascii, .classic forces it back into ascii mode. *As of now it only transfers point location and id attributes, if no id exists it will create ids in order of location. *For the second tool to work you must have Autodesk Maya installed, either versions 2012 or 2013. Other versions are untested. Three Easy Steps: ----------------- 1. Export your point cloud from Houdini into a file/files. 2. Run the Point Converter tool and select your point cloud files from step 1. Give it a name, project directory, and range. 3. Run the Point Importer tool, select project directory, name from previous step, and range. Important Notes: ---------------- *This tool will create empty cache files for frames not in your sequence. *For example, if you import frames 30-50 into Maya, 1-29 will automatically be empty cache files. *A series of folders will be created in the directory you choose if they don't already exist. *Those folders are called scenes, particles, data and backup. *Cached simulations must go in the particles folder of your project directory. *The scenes folder is for your save files. The data folder and backup folder are for backups of the cache and scene. *If you modify the cache in the particles folder, you can replace the cache with the original in the data folder. *It will set the current scenes project folder to whichever folder you choose as the directory. *Changing the name of the scene will normally break the cache, so in order to keep backups, rename the old files instead of the new ones. *In order to change the Maya version or Autodesk directory location set during installation, navigate to the install folder, typically "C:\Program Files (x86)\PointImporter" and open the file config.ini with any text editor, like notepad or wordpad. Then change the version and save it. Depending on your setup you may need administrator rights to change this file after installing. *If the simulation doesn't appear when you open the file try going to File in the title menu and click on "Set Project...". In the following dialog navigate to your Project Directory created earlier. Afterwards make sure you reset the timeline before hitting play again. Using Multiple Caches: ---------------------- *When running the Point Converter Tool simply make sure you change the name to something different. If you do not change the name it will overwrite the previous cache. *Do NOT name your cache the same as a particle simulation you already have in your scene. Doing so will erase said particle simulation and overwrite it with the cache. Tutorial: --------- 1. Export your point cloud from Houdini as either a .pc or .bgeo (pc.classic or bgeo.classic if using Houdini 12 or newer) or use the example files located in the install directory in examplefiles.zip. 2. Install both programs to the directory of your choice. For the Point Importer Tool be sure to specify the Autodesk directory and then the Maya version. Example: ( C:\Program Files\Autodesk ) and ( Maya2013 ) 3. Run the Point Converter Tool and enter the following information: 1: Start Frame, That is the first frame you want the cache to start on, typically 1. 2: End Frame, The frame the cache will end on. 3: Name of Point Cloud, The name of the cache that will be used in Maya and in the Point Importer Tool. 4: Select .pc files, Select the files you exported from Houdini. 5: Select Project Folder, Either an existing project folder containing a scenes folder along with a Maya scene or just another folder of your choosing. 4. Click the Create PDC button and wait for it to finish, the computer may become unresponsive while this is in process. A black window should popup and print out the process of your files, it will print "All threads done" when it's complete. 5. Open the Point Converter Tool and enter the following information: 1: Do you have a previous scene?, Check yes if you would like to bring the cache into an existing Maya Scene. Check no if you would like to bring the cache into an empty scene. 2: Select Existing Scene:, You only need to fill this in if you answered yes to the previous question. If you answered yes click browse and open the Maya scene file. Only .ma and .mb are supported but others may work. 3: Select Project Directory, Select the same project folder from the previous program. If you would like to create or use your own custom Project Directory just make sure it has folders named scenes, particles, and data. Also make sure that the .pdc files you have are in the data folder. Normally you would use the same directory as you defined in the previous program. 4: New Scene Name:, This will be the name of the new file saved in the Scenes folder of your Project Directory containing your cached particles. Caution: Using an existing name will overwrite it. 5: Cache Name:, This must be exactly what you typed in for the previous program. If your using custom particles already cached and in the data folder this should be the name of those files with the word shape. For example: "myCacheShape.250.pdc" would simply be "myCache" 6: End Frame:, This should be the last frame of the cache. If you only want to import part of your simulation you can use less. Custom start frames for importing isn't allowed due to bugs with Maya. All this will be handled automatically depending on what you selected in the previous program. 6. Click the Create Button:, This may take some time depending on the size of your cache files and speed of your hard drive. You will know it's done when your save file that you named in the previous step, appears in the Scenes folder of your project directory. Once done you are free to delete the data folder in your project directory to free up space or keep it as a backup in case you corrupt or change your simulation. If you do, simply copy the files from the data folder over to the particles folder overwriting existing files. 7. Open your scenes file in Maya and press play to enjoy your simulation. If the simulation does not appear it's most often due to the scenes project settings. To fix this in Maya simply click on File in the title menu, then click on "Set Project...". In the window that appears select the project directory from before. Afterwards make sure you reset the timeline to reload the cache before you hit play again.
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A tool that allows the user to bring point cloud and simulation data from SideFx Houdini into Autodesk Maya
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