Finally got the simulations out of Houdini and into Maya! To do this, I Roped the simulations out, read them back in and arranged the 3 simulations (for shot 17) to fit the shot. After that, the baked simulation was exported to Maya via the FBX. The stairs and ground were fine, however the golem kept giving an index out of range error. Mr Ron suggested deleting all the piece groups and import the outside and inside group separately. By doing this I found out the error was due to the inside faces.
After doing some googling, I found out that dividing the mesh would solve the problem. I did it, and sure enough, it imported nicely into Maya. There was also a normals problem with the pieces created by the voronoi fracture. To solve this I did a harden edge on the edges. Mr Leong also suggested using the set to face option for an instance where the harden edge didn't resolve the problem.
All that's left is to texture the inside faces and it'll be rendering time!
For another shot, a close up of the rock on the ground vibrating, I used a sine expression on the rotate channels to get some nice shaking going without needing to keyframe it. Expressions for the win!
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