This is super useful! I have a quick question: how can we use the newly created xform attribute from the bound node? I have an object that is already rotated so I want to access the oriented bounding box information for rotation, so I can use it to align a transform node using the attribute on its pivot translate. (Hope my question makes sense)
Nice, I didn't noticed that update on the bound SOP, thanks for the tips (i was using transform from centroid and blast to manipulate that sort of stuff lol)
@@VoxelFX How can this data be stored to a... lets say, fbx file? To be read in a game engine. Does that makes sense? Or is it always directly related to the geometry dimensions?
@@RUSOBPK You can export the data from the bound node as an attribute or you can export the actual bounding box geometry and then import it inside any software. Houdini supports fbx, so you can export using that extension without any problem :)
This is super useful! I have a quick question: how can we use the newly created xform attribute from the bound node? I have an object that is already rotated so I want to access the oriented bounding box information for rotation, so I can use it to align a transform node using the attribute on its pivot translate. (Hope my question makes sense)
Grear explanation !
Nice, I didn't noticed that update on the bound SOP, thanks for the tips (i was using transform from centroid and blast to manipulate that sort of stuff lol)
The new Houdini version is pretty neat! :D I'm still exploring the new options haha
Are these bounding boxes translated to blender?
Hey :)
In what sense do you mean?
@@VoxelFX How can this data be stored to a... lets say, fbx file? To be read in a game engine. Does that makes sense? Or is it always directly related to the geometry dimensions?
@@RUSOBPK You can export the data from the bound node as an attribute or you can export the actual bounding box geometry and then import it inside any software. Houdini supports fbx, so you can export using that extension without any problem :)