KineFX FBX Export

Поделиться
HTML-код
  • Опубликовано: 7 янв 2025

Комментарии • 37

  • @tinyredkite
    @tinyredkite 3 месяца назад

    Thank you so much for this video! It's quite unbelievable that you are the only one who explained the process in details!

  • @Christopher-fe4sm
    @Christopher-fe4sm Год назад +1

    Thank you for this video, I had an animation with separated meshes that wasn't importing properly into unreal. Your video made me realize that each of my separated meshes had a unique name attribute for bone capturing, but placing a name node to 'unify' the meshes before exporting fixed my problem.

  • @manucheremeh5303
    @manucheremeh5303 Год назад

    thank you very much Brundlethwaite, this has helped me a lot !

  • @janandresreinschmidt4916
    @janandresreinschmidt4916 2 года назад

    Thank you very much for the tutorial! Nice and easy explained and exactly what I´ve searched for!

  • @chrisromanovfx
    @chrisromanovfx 2 года назад

    Just what I was looking for!

  • @Houdini123
    @Houdini123 3 года назад +1

    Great tutorial, thank you. Helped me export my kinefx rigs to Unreal. 👍

  • @valarts2774
    @valarts2774 Год назад

    HAve u gone over the reverse foot rig in depth? Will have to recheck your videos

  • @MisionChiu
    @MisionChiu 2 года назад

    Great tutorial!!When i export FBX to UE in this way ,I lost my all materials, how to fix it??

  • @SamWelker
    @SamWelker 3 года назад

    Thank you for the great video! Honestly I was a bit confused exporting the character and not getting the rig with it. This helped a bunch!

  • @victorguevara5074
    @victorguevara5074 Год назад

    Thanks!!! great info!!

  • @DevGods
    @DevGods 2 года назад +1

    Hey. I’ve set up a tops network to bulk export animations I’ve edited through a rig sop right before my fbx animation output node I use a configure clip info node but in my tops network I get an error that the clip info attribute is missing on the detail. Any idea how to remedy this? Also do you have a discord so I can pick your brains

    • @brundlethwaite
      @brundlethwaite  2 года назад

      Unfortunately I do not use TOPS for fbx export as is does not work properly for fbx. I have not tired with gltf.
      I do not have a discord, social media is too much of I time sink and I have too many distractions already.

    • @DevGods
      @DevGods 2 года назад +1

      @@brundlethwaite no worries I got it figured out. Going to work on putting out a tutorial for it thanks

    • @brundlethwaite
      @brundlethwaite  2 года назад

      Good to hear.

  • @SebastienProduction1
    @SebastienProduction1 3 года назад

    This is exactly what I needed, thank you !

  • @Fafebobo
    @Fafebobo Год назад

    Than you very much for this video!

  • @brikbrice
    @brikbrice 3 года назад

    Nice, you helped me a lot !

  • @3sisters3000
    @3sisters3000 Год назад

    Do you know how can I embed a texture to exported character?
    The ROP FBX Character output requires and fbx_material_name attribute, but where do I need to connect my textures? I've tried assigning a principled shader, also converting it afterwards from shopmaterial_path to fbx_material_name, uvquickshade node, but no success. Embed media on the ROP is on.

    • @brundlethwaite
      @brundlethwaite  Год назад

      You can take a look at this video: ruclips.net/video/mLTCSJdHGo0/видео.html
      FBX is not good at transferring materials so this is very limited. It was orriginally designed to get animation out of motion builder and into PowerAnimator (replaced by Maya) and Softimage 3D (replaced by XSI). It is mostly a motion capture format and was not supposed to be updated. Autodesk have updated it a little but that is minimal. The materials have never been updated as far as I know and materials now are very different from 1996.

    • @3sisters3000
      @3sisters3000 Год назад

      @@brundlethwaite Thank you! Gotta check it out now. We just want an albedo texture in viewport while working with a character in KineFX. Characters exported from other DCCs are coming with textures, so that's what we are looking for

  • @prrrszalony
    @prrrszalony 2 года назад

    Great tutorial. Thank you so much. Perfectly explained!

  • @DommageCollateral
    @DommageCollateral Год назад

    brrrrrrrrrrrrrrrrrrrooooo it finally works!!!!! i actually exported my spider. i cant believe that your video is the only video that shows how its done. but i think i should add that pose,geo and ani has to be packed. i thought only the geo has to be pacvked so unity didnt create any animation and the geo look totally distorted

  • @mrpdean
    @mrpdean Год назад

    Thank you for this tutorial (and all of your other tutorials). Do you know if it's possible to export character LOD's using this method?

    • @brundlethwaite
      @brundlethwaite  Год назад +1

      Yes, you can export LODs, but it does depend on the game engine. For example Unity will automatically add LOD's based off mesh names so you can name each LOD version with a suffix _LOD0, _LOD1 ... _LODn. They will all be part of the same file and they will work when you import them into Unity.
      Unreal is far more picky with LODs and does not handle them automatically for deformable meshes so you will have to export each LOD individually. You can do this automatically for static meshes in Unreal but there is no point in doing this as you should probably use Nanite for static meshes.

  • @ud3180
    @ud3180 3 года назад

    Thank you for this tutorial

  • @YuuJer
    @YuuJer 3 года назад

    nice vid! can you make another with the same setup with the fbx export also containing blendshapes?

    • @brundlethwaite
      @brundlethwaite  3 года назад

      This is very tricky to do and is something I have been planning. I will try to get a video up some time next week.

    • @YuuJer
      @YuuJer 3 года назад

      @@brundlethwaite oo nice, yeah your stuff is awesome so far, another one you can do is on setting material slots on an fbx rop export, i don't see much documentation on that online either. I figured it out with the name node like you have on the mesh before export, but it's material for a video for sure since documentation is scarce. and this is the most comprehensive fbx export video I've seen for houdini

    • @brundlethwaite
      @brundlethwaite  3 года назад

      I will cover this a little in the scene setup for the blend shapes video. FBX is not great with materials though so it is usually a case of you mileage may vary. If I have enough time I may go into it in more detail in the future. You can also look at the Insect rig video 19 where I setup the attributes for the materials on a basic rig.
      That setup works with Unity in that it will transfer base the colour and material (though not the material parameters) and the textures associated with the material.

    • @YuuJer
      @YuuJer 3 года назад

      @@brundlethwaite cool thanks! I'll add it to my watch list!

  • @DevGods
    @DevGods 3 года назад

    Thanks this helped alot

  • @昭奚旧草
    @昭奚旧草 3 года назад

    How to export animation to usd

    • @brundlethwaite
      @brundlethwaite  3 года назад

      USD is not designed to export animation it is for lighting and scene data.

    • @edwardlam9038
      @edwardlam9038 2 года назад

      Use the SOP Character Import LOP node in Solaris.

  • @joukyt
    @joukyt 2 года назад

    naruhodo wakaran

  • @johnbrown4157
    @johnbrown4157 2 года назад

    so very helpful thankyou!