Obj Sequence Import
Posted 16 March 2008 - 09:37 AM
I want to include a deforming object in my scene. Therefore I exported a sequence of OBJs from Maya.
Now I would like to import this sequence into Fusion 5.
Basically I could make each OBJ visible during just one frame and I am done.
But I am wodering, isn't there any tool available to automate this
process ??? I guess a Python script or a Fuse ?
Posted 27 March 2008 - 09:04 AM
Posted 27 March 2008 - 04:18 PM
Posted 31 March 2008 - 08:28 AM
Posted 03 May 2008 - 02:41 PM
Thanks anyway, I will experiment with Fuses and, well, lets see
Did you come up with a solution?
I'm really interested in this workflow.
Posted 01 October 2008 - 12:41 AM
... potentially unstable scripting.
pathRoot = [[\\path\to\obj\]]
numDecimals = 4
objName = [[obj_name.]]
offset = 0
toImport = pathRoot..objName..string.format("%0"..tostring(numDecimals).."d",time+offset)..".obj"
if ImportFile ~= toImport then ImportFile = toImport end
This would be inserted as a FrameRenderScript. pathRoot refers to the
path of the directory you wish to grab OBJ files from, number of
decimals refers to the number of decimals in the file name, objName
refers to the name of the sequence including the frame separator
character (.,_,-, or none of the above if you're not using a separator
character) and "offset" is how you want to have the sequence offset from
the current time of the comp.
Completely untested code, by the way. I tried something similar in a
beta with disastrous results (although with the "if" check it should be
a little more stable).
Posted 25 September 2011 - 08:46 AM
id like to import obj sequence...some motion cap guy......drop it into a duplicate node and emit particles from said node...its working now but as i said ...slow.
...mm.. edit...on the other hand i stilll have driver problems with my gtx590....
heres project working more or less but u can see its quite slow
Posted 25 September 2011 - 11:09 AM
Posted 25 September 2011 - 01:48 PM
and a loader for Point Cache
(there's a thread that had this link on the forum somewhere)
I used an FBX sequence for this (FBX is WAY faster than OBJ if using a sequence, but may not be an issue with PointCache), but Point Cache seems to way to go.
Posted 25 September 2011 - 05:08 PM
Posted 25 September 2011 - 06:21 PM
Posted 27 September 2011 - 12:26 AM
I'm totally agree with Fusion Wannabe about the fbx sequences, but where can I find some script to export directly to fbx. Do Fusion can import fbx sequences?
Posted 27 September 2011 - 11:28 AM
Then, you set the max frame number of Fusion according to how many frames of fbx you have, and add some code in the Frame Render Script of the fbx object like:
Note: the fbx must have all the deformations, Fusion doesn't understand bones or joints.
You must also sub-divide yourself, as what you see is what you get (would be really nice if Fusion would sub-divide like it does for it's own shapes).
For a decently fast machine, this will work quite well, at least for the short clips I've tried it on.
To get your fbx sequence in the first place, kind of depends on which software you are using. I animate in 3ds max but use Lightwave to generate the deformed fbx sequence in a rather convoluted manner. Which is why I need to get the point cache working myself - as it's a pain.
But, my guess is that the FBX/point cache can't be sub-divided by Fusion, so this is going to be a bit of a pain also.
Posted 27 September 2011 - 02:29 PM
Right now I'm using point cache method, coz I still cannot export fbx sequence from maya, and obj sequence is so slow.
Posted 27 September 2011 - 04:11 PM
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