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convert1

by Randy Hearn - Magnum · in Artist Corner · 04/03/2009 (6:53 pm) · 4 replies

Trying to export a simple box from Houdini to TGEA.

If I create the box and set primitive type to Polygon Mesh with triangles connectivity, it exports fine.


However if I take an object (obj) and try to set the type to Polygons/triangles with the convert object I get the following error:

/obj/untitled_conver/untitled_conver: Primitive 0 has unsupported geometry (ID: 0x1, nVerts: 4). Only triangles can be exported.

Been a while since i have used Houdini, but I don't remember having this issue before.


I get the same error trying to convert a primitive box using the convert SOP as well. NOt sure what I am doing wrong, got some OBJ objects I can't export if I try and modify the objects.

About the author

Technical Product Designer (Mechanical Design) for Boeing for over 25 years working with CAD and PLM systems. I have a Associates Degree in Business and a partial B.S. in Game and Simulation, just couldn't see paying the costs for some of the classes.


#1
04/03/2009 (9:16 pm)
Ok, here's what you do.
when you create the obj make sure you choose "polygon" for the structure.

After you're through modeling the object...under the top tab that says "polygon", select "PolyReduce". PolyReduce will let you change the detail, but the good thing about it, is that it also converts everything to triangles!

Give that a shot....think that will do it.

<and I'm outta here>


#2
04/05/2009 (3:40 am)
There are a few ways to do what you need.

I'm not on my dev box, but if I remember right... Have a look at the divide SOP and the Convert SOP, those alone or in conjunction with eachother lets you break any modelled model into triangles.
#3
04/05/2009 (7:09 am)
Hey Marcus,

I haven't had a chance to look yet, I was pulled off on something else.. programming ugh:)

Anyway, I should be able to use polyreduce to get the mesh into triangles first, then the divide or convert should work. Problem is the Torque exporter does not like the convert SOP from what I can see of my limited testing.
#4
04/05/2009 (9:33 am)
I've never had problems with it, as long as you set it to triangles, have polycaps (triangulated) where needed, and set visibility to the last node (Exporter always looks at the last node I believe)