stupid bones display problem

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Hi,
When I hit enter to finish drawing my bones they disappear…Any idea?
They exist because I can grab them in the network view, I can tweak them with the specific handle or the bone tool ( the little empty square appears )…Maybe Ihave miss something obvious in the display options?

any help welcome. I am on XP with a 8800 gtx.

Tky.
Edited by - Nov. 18, 2007 05:15:36
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RMB on the node that represents the bone and click on “Toggle Display”, see if the bone appears.
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:cry: tks but it doesnt work..I have already try to toggle the display flag for the nodes.

Th weird thing is that when I enter the node there's nothing at the sub object level :roll:
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What version are you using?
If you put down a single bonelink node in the network editor, not via the shelf tool, does that show up?
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I have just try…but nothing ( on build 777 and 782 ). Strange because it was working nicely a few days ago. I have change the UI color sheme since but it looks like it is not not related.
Is there different flags for the creation of bones ( just the transform but no “shape” node)… maybe? But I havn't touch that anyway ( I am just starting to learn houdini)…
tky
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When you go inside the node there is no geometry, right?
Maybe its a python thing. Have you done anything involving installing or removing python since it last worked?
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Yep there's no geo…I think I have installed python…I am starting to learn python too.
Maybe its that…there's a path for python25 in the PATH env variable, do you think its a problem?
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I don't know, but there shouldn't be no geometry. There should be a bonelink, which was why I was asking if putting one down manually worked.

If you create bones via the shelf tool python is run so I was thinking maybe something was going wrong there.

Are other tools working fine?

Can you list the exact steps you are using, ie are you using the shelf?
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Arf, actually I havn't tried to create a bonelink ( sub object level!) I have created a bone at the object level…It works when I create a bonelink ( I am not aware about the houdini nodes names…) at the subobject level, I get a bone*link* in the viewport.
I can't get any bonelink when I call the bones tool with the shelf or with the tab menu ( scene view ) or in the network view…
The weird thing is that I can seethe bonelinks when I draw them but when I “finish drawing” ( enter or right mouse menu ) they disappear ( maybe a scirpt is called at this moment…).
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Try right clicking on a bone in the network editor and pick “Toggle Display: Xray”. This should turn off the bone's xray flag. I wonder if the missing bones is due to a graphics driver problem not displaying XRay objects correctly.
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Ok…I have found the problem… :roll: I have redefined the HOUDINI_SCRIPT_PATH with a new path for my own scripts ( BTW its not working for me, I have to use the $HOUDINI_PATH..this is not really nice because I must put my scripts at the root of the houdini9.0 dir…)…
BTW I am currently using the shelf to call my scripts,old maya habit ops:
Tks for your help guys.
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try putting your scripts in your $HOME directory, in the equilavent relative directory as your houdini one.
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I have try to put my scripts in my $HOME directory but it doesn't work. Not sure if I understand you about the equivalent relative directory, can you give us an example?
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Sure, if your existing scripts are in the houdini install dirsctory scripts
eg
C:\Program Files\Side Effects Software\Houdini 9.0.653\houdini\scripts

then move them to

$HOME\Houdini9\scripts
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Ok Simon, they are already in this folder which is one of the $HOUDINI_PATH. I should have been more precise. I wanted to add a folder in the $HOME/houdini9.0 path. Not possible to append to the $HOUDINI_PATH or better the $HOUDINI_SCRIPT_PATH?

tky anyway, no big deal.
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You can append to the houdini path, I forget how though.
You can also set up a HSITE environment variable, check in the help.
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Tks man and back to python…
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Hey there,

What you might not know that the HOUDINI_PATH and the HOUDINI_SCRIPT_PATH are both paths which take multiple (semi-)colon-seperated paths. So you can merely extend the locations Houdini looks for stuff, instead of replacing it altogether.
Jason Iversen, Technology Supervisor & FX Pipeline/R+D Lead @ Weta FX
also, http://www.odforce.net [www.odforce.net]
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