#Python 3
import importlib
importlib.reload(module)
# Python 2 uses the method mentioned above.
Found 17 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » Reload python modules
- MattRapelje
- 17 posts
- Offline
Houdini Lounge » Tracking down script with Hotkey???
- MattRapelje
- 17 posts
- Offline
mrCatfish Thank you, that worked! Also discovered that it shows up when you export the hotkeys...
Houdini Lounge » Tracking down script with Hotkey???
- MattRapelje
- 17 posts
- Offline
I created a script and set a hot key to it, and want to transfer it to a new machine but I can not find where it is looked though the hotkey editor and did not see it, and that combo is not used according to the hotkey map. I know it works because it outputs to the console... any other ideas on where/how to find it?
I believe I put it in a toolbar but I am darned if I can find it.
I believe I put it in a toolbar but I am darned if I can find it.
PDG/TOPs » PDG creating work items from a list. (newbie)
- MattRapelje
- 17 posts
- Offline
PDG/TOPs » PDG creating work items from a list. (newbie)
- MattRapelje
- 17 posts
- Offline
I am trying to get into PDG/TOPs, and done/watched a half dozen tutorials but am having a hard time figuring out where/how to start.
I have a list of assets generated by another tool, and would like to process that list with a PDG graph.
How would one go about crating tasks/work items from a list (text file, csv file) into a PDG graph?
Sample file or specific tutorial would would be greatly appreciated.
I have a list of assets generated by another tool, and would like to process that list with a PDG graph.
How would one go about crating tasks/work items from a list (text file, csv file) into a PDG graph?
Sample file or specific tutorial would would be greatly appreciated.
Houdini Lounge » Extrude that is compile compliant.
- MattRapelje
- 17 posts
- Offline
Houdini Lounge » Extrude that is compile compliant.
- MattRapelje
- 17 posts
- Offline
Looking to extrude open edges but the extrude nodes: polyextrude, extrudevolume and extrude-old do not work with compile nodes. Looking for an alternative away to extrude and cap open edges. Fine with Vex.
Image: How do I get from A to B.
Image: How do I get from A to B.
Edited by MattRapelje - May 1, 2020 22:22:06
Houdini Engine for 3ds Max » Passing attributes
- MattRapelje
- 17 posts
- Offline
@BrandonA no, but if you change the attribute ‘uv11’ to ‘Illumination’ it would. Might of been uv+ some other number, not at my computer at the moment.
Edited by MattRapelje - Feb. 14, 2020 16:49:37
Houdini Engine for 3ds Max » Passing attributes
- MattRapelje
- 17 posts
- Offline
I am trying to bring over a second set of vertex colors. I have tried bringing over those colors as ‘uv’, ‘Alpha’, ‘Illumination’ << these crash max. Tried these ‘uv1’, ‘uv11’,'uv99' and nothing seems to get marshalled over, not crashing at least. :/
Would love a HDA example of marshaling attributes from Houdini to 3ds Max to see if it is me or a bug. Running into lots of crashing, when trying different things.
P, N, UVs and Cd come over correctly.
Max 2018, Houdini 18.0.356
Would love a HDA example of marshaling attributes from Houdini to 3ds Max to see if it is me or a bug. Running into lots of crashing, when trying different things.
P, N, UVs and Cd come over correctly.
Max 2018, Houdini 18.0.356
Houdini Engine for 3ds Max » Passing attributes into 3DSMax?
- MattRapelje
- 17 posts
- Offline
Having similar issues. Max 2018, Houdini 2018. Crashing max if I feed in attributes that it can not marshall.
Technical Discussion » Edit parameter interface disabled parameters, how do I make editable?
- MattRapelje
- 17 posts
- Offline
Technical Discussion » Edit parameter interface disabled parameters, how do I make editable?
- MattRapelje
- 17 posts
- Offline
Some of my parameters are editable and some are not, the grayed out ones can not even be deleted, I can only change the parameter name and a few check boxes. Is there a way to to make the grayed out one editable… I imagine it is a reference but I can not find a way to break the reference.
Edited by MattRapelje - Aug. 7, 2018 21:36:42
Technical Discussion » Tilde Key in Vex comments creates error. i.e. ~ten
- MattRapelje
- 17 posts
- Offline
Technical Discussion » Tilde Key in Vex comments creates error. i.e. ~ten
- MattRapelje
- 17 posts
- Offline
This took quit a bit of time to debug, There was nothing when searched tilde in the docs. Are there other characters like the ~ key that do not respect comments? Is this a bug or a feature?
Errors:
/*
~ten
*/
// ~ten
Not Error:
/~ten
… if you put a slash in front of it /~ten no error so its some sort of escape character???
* Note that the above looks like it has been commented out in the Vex editor window.
Here is an example of the error, note that the error does not report the line number correctly. Again making it hard to debug… wrong line… and two commenting out chunks of code does not help.
————
Error: Invalid source /obj/geo1/RebuildCorners/attribvop1
Error: Error in VOP ‘snippet1’.
Warning: Errors or warnings encountered during VEX compile:
/obj/geo1/RebuildCorners/attribvop1/snippet1: Syntax error, unexpected end of file. (169,15).
Error: Error in VOP ‘snippet1’.
Warning: Errors or warnings encountered during VEX compile:
/obj/geo1/RebuildCorners/attribvop1/snippet1: Syntax error, unexpected end of file. (169,15).
Error: Vex error: /obj/geo1/RebuildCorners/attribvop1/snippet1: Syntax error, unexpected end of file. (169,15)
Failed to resolve VEX code opobj/geo1/RebuildCorners/attribvop1
Unable to load shader ‘opobj/geo1/RebuildCorners/attribvop1’.
————
Windows, Houdini 16.5.323
Errors:
/*
~ten
*/
// ~ten
Not Error:
/~ten
… if you put a slash in front of it /~ten no error so its some sort of escape character???
* Note that the above looks like it has been commented out in the Vex editor window.
Here is an example of the error, note that the error does not report the line number correctly. Again making it hard to debug… wrong line… and two commenting out chunks of code does not help.
————
Error: Invalid source /obj/geo1/RebuildCorners/attribvop1
Error: Error in VOP ‘snippet1’.
Warning: Errors or warnings encountered during VEX compile:
/obj/geo1/RebuildCorners/attribvop1/snippet1: Syntax error, unexpected end of file. (169,15).
Error: Error in VOP ‘snippet1’.
Warning: Errors or warnings encountered during VEX compile:
/obj/geo1/RebuildCorners/attribvop1/snippet1: Syntax error, unexpected end of file. (169,15).
Error: Vex error: /obj/geo1/RebuildCorners/attribvop1/snippet1: Syntax error, unexpected end of file. (169,15)
Failed to resolve VEX code opobj/geo1/RebuildCorners/attribvop1
Unable to load shader ‘opobj/geo1/RebuildCorners/attribvop1’.
————
Windows, Houdini 16.5.323
Technical Discussion » Middle mouse button in the Edit String for window pastes, how do I turn this off.
- MattRapelje
- 17 posts
- Offline
Thanks ndickson, I put in a ticket. RFE #88648
Edited by MattRapelje - March 28, 2018 18:34:28
Technical Discussion » Middle mouse button in the Edit String for window pastes, how do I turn this off.
- MattRapelje
- 17 posts
- Offline
Sorry for not clarifying, I am using windows.
Playing around with it a bit more. It looks like it pastes what ever you last selected/highlighted, like you mentioned christopherw.
christopherw do you know what this separate mechanism is called. I live in fear of accidently using the MMB wrong spot.
ndickson I looked in the preferences under scripting… and well everything else and could not turn it off MMB pasting, but am not sure what I should be looking for.
From the looks of it the Hotkey Manager does not display or let you edit Mouse functions?
Playing around with it a bit more. It looks like it pastes what ever you last selected/highlighted, like you mentioned christopherw.
christopherw do you know what this separate mechanism is called. I live in fear of accidently using the MMB wrong spot.
ndickson I looked in the preferences under scripting… and well everything else and could not turn it off MMB pasting, but am not sure what I should be looking for.
From the looks of it the Hotkey Manager does not display or let you edit Mouse functions?
Technical Discussion » Middle mouse button in the Edit String for window pastes, how do I turn this off.
- MattRapelje
- 17 posts
- Offline
Repro: Create an attribute wrangle put in some code like Select it and copy (ctrl +C) then middle mouse button (MMB) in the edit string window. Note that the code is pasted. Sometimes it is not even what was last copied.
This MMB copy messes up my code on average a couple of times a week, as I use MMB to focus an app. I.e. If I looking at an email then go back to Houdini I MMB on Houdini to bring it into focus… if I happen to MMB on a Edit String Window I end up pasting code where ever the cursor is. Is there any way to turn off this MMB feature/bug. Could not find anything in the Keyboard settings.
Please help, Thanks!
int iNumPr = nprimitives(0);
This MMB copy messes up my code on average a couple of times a week, as I use MMB to focus an app. I.e. If I looking at an email then go back to Houdini I MMB on Houdini to bring it into focus… if I happen to MMB on a Edit String Window I end up pasting code where ever the cursor is. Is there any way to turn off this MMB feature/bug. Could not find anything in the Keyboard settings.
Please help, Thanks!
-
- Quick Links