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View Code? Open in Web Editor NEWHoudini's FBX integration.
Houdini's FBX integration.
Hi, I am trying to build this library on M1 chip, and I am getting error:
==== Building for Houdini 19.5.534 ====
c++ -c -DVERSION="19.5.534" -D_GNU_SOURCE -DMAKING_DSO -DMBSD -DMBSD_COCOA -arch arm64 -DARM64 -fPIC -DMBSD_ARM -DSIZEOF_VOID_P=8 -DFBX_ENABLED=1 -DOPENCL_ENABLED=1 -DOPENVDB_ENABLED=1 -DEIGEN_MALLOC_ALREADY_ALIGNED=0 -D_SILENCE_ALL_CXX17_DEPRECATION_WARNINGS=1 -DSESI_LITTLE_ENDIAN -DENABLE_THREADS -DUSE_PTHREADS -D_REENTRANT -DNEED_SPECIALIZATION_STORAGE -DGCC3 -DUSE_PYTHON3=1 -I/Applications/Houdini/Houdini19.5.534/Frameworks/Houdini.framework/Versions/Current/Resources/toolkit/include -I/Applications/Houdini/Houdini19.5.534/Frameworks/Houdini.framework/Versions/Current/Resources/toolkit/include/fbx -I/Applications/Houdini/Houdini19.5.534/Frameworks/Houdini.framework/Versions/Current/Resources/toolkit/include -I/Applications/Houdini/Houdini19.5.534/Frameworks/Houdini.framework/Versions/Current/Resources/toolkit/include/python2.7 --sysroot="xcrun --show-sdk-path
" -Wall -W -Wno-parentheses -Wno-sign-compare -Wno-uninitialized -Wunused -Wno-unused-parameter -Wno-deprecated -Wno-reorder -O2 -mmacosx-version-min=10.14 -std=c++17 -DMAKING_DSO
ROP_FBX.C -o ROP_FBX.o
c++ ROP_FBX.o -o ROP_FBX
Undefined symbols for architecture arm64:
"_PRM_CALLBACK", referenced from:
ROP_FBX::getTemplates() in ROP_FBX.o
.... etc
Can it be built on m1 from this repo? I see that Side Effects made a version of Houdini for m1, what about HoudiniFBX?
Hi.
It would be great if you could add Global Scale value for export/import. For example right now I import FBX into Houdini with 100x scale.
And I export fbx from Houdini with 0.01 scale.
Blender has Global Scale value and I can export at any scale for Unity/Maya.
Some editors use centimeters or meters...
Hi,
From the docs, it seems there is an issue with exporting skinning through FBX on mac? What is the issue exactly as any other DCCs handles it pretty well?
Here is my issue, I'm trying to export a rigged car but the capture overrides
are not exporting right. The chain is capture > overrides > deform (no other nodes after as I know it messes up the exporter).
I'm trying to build a pipeline using FBX to generate a bunch of car rigs & animations but I'm stuck with this issue. If someone has a clue I would be grateful.
Hello, I am trying to build on windows 11 with Cygwin. But I am getting this error, any idea how to fix it?
$ make WINDOWS=1 ROP_FBX.dll
==== Building for Houdini 19.5.303 ====
"C:/Program Files (x86)/Microsoft Visual Studio/2017/Professional/VC/Tools/MSVC/14.16.27023/bin/Hostx64/x64/cl" -c -nologo -TP -Zc:forScope -Zc:rvalueCast -Zc:inline -Zc:strictStrings -std:c++17 -Zc:referenceBinding -Zc:ternary -Zc:throwingNew -permissive- -Zc:__cplusplus -DAMD64 -DSIZEOF_VOID_P=8 -DI386 -DWIN32 -DSWAP_BITFIELDS -D_WIN32_WINNT=0x0600 -DNOMINMAX -DSTRICT -DWIN32_LEAN_AND_MEAN -D_USE_MATH_DEFINES -D_CRT_SECURE_NO_DEPRECATE -D_CRT_NONSTDC_NO_DEPRECATE -D_SCL_SECURE_NO_WARNINGS -DSESI_LITTLE_ENDIAN -DHBOOST_ALL_NO_LIB -DEIGEN_MALLOC_ALREADY_ALIGNED=0 -DFBX_ENABLED=1 -DOPENCL_ENABLED=1 -DOPENVDB_ENABLED=1 -D_SILENCE_ALL_CXX17_DEPRECATION_WARNINGS=1 -I . -IC:/PROGRA1/SIDEEF1/HOUDIN1.303/toolkit/include -IC:/PROGRA1/SIDEEF1/HOUDIN1.303/toolkit/include/fbx -I "C:/PROGRA1/SIDEEF1/HOUDIN1.303/toolkit/include" -I "C:/Program Files (x86)/Microsoft Visual Studio/2017/Professional/VC/Tools/MSVC/14.16.27023/include" -I "C:/Program Files (x86)/Windows Kits/10/Include/10.0.19041.0/ucrt" -I "C:/Program Files (x86)/Windows Kits/10/Include/10.0.19041.0/um" -I "C:/Program Files (x86)/Windows Kits/10/Include/10.0.19041.0/shared" -wd4384 -wd4355 -w14996 -O2 -DNDEBUG -DUSE_PYTHON3=1 -MD -EHsc -GR -bigobj -DMAKING_DSO 1/SIDEEF
ROP_FBX.C -FoROP_FBX.o
ROP_FBX.C
c:\program files\side effects software\houdini 19.5.303\toolkit\include\sys\SYS_Types.h(346): error C3615: constexpr function 'SYS_FPRealUnionT::SYS_FPRealUnionT' cannot result in a constant expression
c:\program files\side effects software\houdini 19.5.303\toolkit\include\sys\SYS_Types.h(346): note: failure was because type 'SYS_FPRealUnionT::fpreal_type' is not a literal type
c:\program files\side effects software\houdini 19.5.303\toolkit\include\sys\fpreal16.h(98): note: type 'fpreal16' is not a literal type because it is not an aggregate type, a closure type, or does not have a constexpr constructor that is not a copy or move constructor
C:/PROGRA1/HOUDIN1.303/toolkit/include\DEP/DEP_ContextOptions.h(23): warning C4996: 'tbb::tbb_hash': tbb::tbb_hash is deprecated, use std::hash
with
[
Key=UT_StringHolder
]
C:/PROGRA1/SIDEEF1/HOUDIN1.303/toolkit/include\tbb/concurrent_unordered_set.h(63): note: see declaration of 'tbb::tbb_hash'1/SIDEEF
with
[
Key=UT_StringHolder
]
C:/PROGRA1/HOUDIN1.303/toolkit/include\tbb/concurrent_vector.h(680): error C2061: syntax error: identifier 'concurrent_vector<template-type-parameter-1',
template-type-parameter-2'>'
C:/PROGRA1/SIDEEF1/HOUDIN1.303/toolkit/include\tbb/concurrent_vector.h(1167): note: see reference to class template instantiation 'tbb::concurrent_vector<T,A>' being compiled1/SIDEEF
C:/Program Files (x86)/Microsoft Visual Studio/2017/Professional/VC/Tools/MSVC/14.16.27023/include\memory_resource(860): note: see reference to class template instantiation 'std::pmr::_Intrusive_stackstd::pmr::monotonic_buffer_resource::_Header,void' being compiled
C:/Program Files (x86)/Microsoft Visual Studio/2017/Professional/VC/Tools/MSVC/14.16.27023/include\memory_resource(465): note: see reference to class template instantiation 'std::pmr::_Intrusive_stackstd::pmr::unsynchronized_pool_resource::_Pool::_Chunk,void' being compiled
C:/PROGRA1/HOUDIN1.303/toolkit/include\tbb/concurrent_vector.h(681): error C2334: unexpected token(s) preceding ':'; skipping apparent function body
C:/PROGRA1/SIDEEF1/HOUDIN1.303/toolkit/include\tbb/concurrent_vector.h(1167): fatal error C1903: unable to recover from previous error(s); stopping compilation1/SIDEEF
make: *** [C:/PROGRA1/HOUDIN1.303/toolkit/makefiles/Makefile.gnu:71: ROP_FBX.o] Error 2
Hi,
It would be incredibly helpful if Principled shaders exported correctly to FBX, even if just the most basic parameters (i.e. color and color texture).
Currently it seems to export empty materials when it encounters a Principled shader, which is causing all sorts of trouble on my end.
Thanks!
Hello, I am trying to build on windows 10 with Cygwin. But I am getting this error:
$ make ROP_FBX.dll
/bin/sh: C:\Program Files (x86)\Microsoft Visual Studio 14.0\VC/bin/Hostx64/x64/cl: No such file or directory
C:/PROGRA~1/SIDEEF~1/HOUDIN~1.352/toolkit/makefiles/Makefile.gnu:40: *** ==== Unknown version of Visual C++ ====. Stop.
Any help would be appreciated.
Hi, i downloaded latest version of VS2017 and cygwin to compile the ROP, everything was fine until i did make ROP_FBX.dll in the ROP folder. It didnt compile and it reported this:
Makefile:47: /toolkit/makefiles/Makefile.gnu: No such file or directory
make *** No rule to make target "/toolkit/makefiles/Makefile.gnu". Stop.
My MSVCDir path is "C:\Program Files (x86)\Microsoft Visual Studio\2017\Community\VC\Tools\MSVC\14.16.27023"
Did i set my MSVCDir path incorrectly or is the problem somewhere else ?
Kind Regards
Martin
The FBX ROP writes instanced geometry as unique Mesh items into the FBX. The documentation on sidefx.com states that Instances are supported for export but is not clear about if it just writes them out somehow or if it uses the FBX Mesh Instance feature. So not completely sure if the behaviour of the FBX ROP is "as-designed" or if it's a bug.
Nevertheless it would be awesome if the FBX ROP would write out only Mesh items for Houdini Geo that is not instanced and associate the Model item in the FBX with the Mesh item written.
Why is this relevant? Unity for example supports FBX with instancing such that it imports the Mesh item only once and then creates elements called prefabs (the FBX Model equivalent) which link to the Mesh.
This saves memory, makes GPU instancing easy and is generally more correct behaviour imho.
Hello,
I have a few issues with the ROP FBX Character & Animation SOP.
The latest build did solve one of them (blend shapes where not exporting properly before) and now that it works I have the same issue with the Animation one (see here: https://www.sidefx.com/forum/topic/76626/)
As the old one was I wondered if there is a plan to do the same thing for the KineFX to overcome those issues earlier?
Thanks
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