Hi!
Does anyone know a process (or is it possible at all) to load a custom operator (.so or .dll library compiled from c++) ‘dynamically’ when houdini is open?
I mean a node, from a .so or .dll file that would be place in the /dso/ folder, not an otl file.
Thanks
Ben
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Technical Discussion » dynamic loading of custom operators (.so or .dll)
- Ben63
- 5 posts
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Technical Discussion » plugin development workflow
- Ben63
- 5 posts
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It seams an otl can contain an .so operator, but just kind of pointer to it ; this has to actually be present in the “internally defined operators”.
Hence refreshing the otl would not reload the .so…
Hence refreshing the otl would not reload the .so…
Technical Discussion » plugin development workflow
- Ben63
- 5 posts
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Are the otls the way to go? In the Operator Type Manager there is an option to “refresh” the otls.
There is also a “Refresh assets libraries” in the main File menu, though it does not seam to reload the .so plugins.
There is also a “Refresh assets libraries” in the main File menu, though it does not seam to reload the .so plugins.
Technical Discussion » plugin development workflow
- Ben63
- 5 posts
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Hi,
I have read the page at
http://www.sidefx.com/docs/hdk11.1/main.html [sidefx.com]
which summarize pretty well the process to compile and debug a plugin in houdini.
However, I could not find more information than that, and I am curious to know how other developers work, particularly as the plugin has to be unloaded and reloaded several times and I did not find any other way so far than restarting houdini for every change I need to test.
Would I have to separate my plugin in two parts, with one that I will be able to reload dynamically in my c/cpp code?
Regards,
Ben
I have read the page at
http://www.sidefx.com/docs/hdk11.1/main.html [sidefx.com]
which summarize pretty well the process to compile and debug a plugin in houdini.
However, I could not find more information than that, and I am curious to know how other developers work, particularly as the plugin has to be unloaded and reloaded several times and I did not find any other way so far than restarting houdini for every change I need to test.
Would I have to separate my plugin in two parts, with one that I will be able to reload dynamically in my c/cpp code?
Regards,
Ben
Technical Discussion » Using Eclipse in Linux for Houdini 11
- Ben63
- 5 posts
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