Absolutely ancient thread, but for those who are here and looking for a low tec option...
Setting your scene view to show quad view, creatinig 4 cameras and setting them in each of the new views, then in the flipbook options select "All Viewports" from the render dropdown in the output tab. This will give you four unique views. Then for your usecase just set the render rez and AA to something acceptable.
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Technical Discussion » way to generate flipbook of multiple views?
- Roger Wellard
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Technical Discussion » HDA Expressions event handler
- Roger Wellard
- 15 posts
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Hi All,
Could someone please show me how I would go about using the expression event handler in an HDA.
I assume that you can write a function there that can then be referenced in a parm, that can be called as an expression. I just cant seem to get anything to work. Checked the docs but the section on hda event handler scrips does not have any reference to the expression option.
Many Thanks
Could someone please show me how I would go about using the expression event handler in an HDA.
I assume that you can write a function there that can then be referenced in a parm, that can be called as an expression. I just cant seem to get anything to work. Checked the docs but the section on hda event handler scrips does not have any reference to the expression option.
Many Thanks
Technical Discussion » How to procedurally reference specific Pivot Points
- Roger Wellard
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Hey,
I think I know what you mean...
Check out the attached scene file and see if it helps.
The pivot position can be accessed directly with looking up the points position with the point function.
For the rotations you can use dihedral and then convert that quaternion to degrees. Then add them to the transform pivots rotation paramater with the point function.
I think I know what you mean...
Check out the attached scene file and see if it helps.
The pivot position can be accessed directly with looking up the points position with the point function.
For the rotations you can use dihedral and then convert that quaternion to degrees. Then add them to the transform pivots rotation paramater with the point function.
Technical Discussion » pressButton, onLoaded event
- Roger Wellard
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yeah its wierd that it will run when in the onCreated event and not on the onLoaded event.
In our production version of the example hda we have it in the onCreated event, but I was hoping to have it working in the onLoaded event so that if a scene that has the hda gets saved and then opened in another shot, the paths would be build without them having delete the old node and create a new one.
Not sure if this is a bug or I am expecting somthing that is not possible
appreciate the help...
In our production version of the example hda we have it in the onCreated event, but I was hoping to have it working in the onLoaded event so that if a scene that has the hda gets saved and then opened in another shot, the paths would be build without them having delete the old node and create a new one.
Not sure if this is a bug or I am expecting somthing that is not possible
appreciate the help...
Edited by Roger Wellard - Aug. 25, 2022 10:43:17
Technical Discussion » pressButton, onLoaded event
- Roger Wellard
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Thanks for your reply...
In my simplified example,
I would like like the trigger_callback function to run, which it appears to do. The console prints the print statement in the function,however the pressButton() function does not run...or it least it does and the result is not what I would expect.
The pressButton() function name is a little misleading. You can use the pressButton function to trigger a callback regardless of the paramater type.
In the console I am able to run:
and trigger the callback, which is the same thing that I am doing in the onLoaded event....
hope I am making a little more sense now.....
In my simplified example,
I would like like the trigger_callback function to run, which it appears to do. The console prints the print statement in the function,however the pressButton() function does not run...or it least it does and the result is not what I would expect.
The pressButton() function name is a little misleading. You can use the pressButton function to trigger a callback regardless of the paramater type.
In the console I am able to run:
hou.parm('/obj/example_hda1/changeme').pressButton()
hope I am making a little more sense now.....
Edited by Roger Wellard - Aug. 25, 2022 09:49:42
Technical Discussion » pressButton, onLoaded event
- Roger Wellard
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Hi all,
Is there a way to have a callback trigger, when added in an onLoaded event in an HDA?
Currently I am registering my callback (addParmCallback) in the onloaded event in my hda, that is in my scene. When I open a the scene that has the hda, the callback gets registered, and this works as expected.
The called function builds a path that depends on certain shot variabls and I want it to be triggered when a user opens up a scene in a different shot. This is unfortunaley not happening.
I tried using the pressButton() method to trigger the event, which works in the shell but not when called in the onLoaded event.
Im not sure if this is what is meant to happen and I am just doing the wrong thing, or if its a bug and the pressButton should work...
anyhelp on getting this working would be much appreciated...
PS
added a simple example below
Is there a way to have a callback trigger, when added in an onLoaded event in an HDA?
Currently I am registering my callback (addParmCallback) in the onloaded event in my hda, that is in my scene. When I open a the scene that has the hda, the callback gets registered, and this works as expected.
The called function builds a path that depends on certain shot variabls and I want it to be triggered when a user opens up a scene in a different shot. This is unfortunaley not happening.
I tried using the pressButton() method to trigger the event, which works in the shell but not when called in the onLoaded event.
Im not sure if this is what is meant to happen and I am just doing the wrong thing, or if its a bug and the pressButton should work...
anyhelp on getting this working would be much appreciated...
PS
added a simple example below
Edited by Roger Wellard - Aug. 25, 2022 07:30:16
Technical Discussion » what does the green icon mean?
- Roger Wellard
- 15 posts
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bao007feiThe dive target of a node defines where you want the user to land when you go into a node.
The icon is a lifebuoy?
You can find the dive taget section in the node tab of an HDA. You use it so that users can "dive" straight to editable / useful nodes with in a network, making tools a little easier to use.
I imagine that the lifebuoy icon has some relation the the act of "diving" down a network, but that is only a guess.
Technical Discussion » what does the green icon mean?
- Roger Wellard
- 15 posts
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Technical Discussion » Reference Grid Colors
- Roger Wellard
- 15 posts
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Leaving this here for for others to find,
You are able to change the color of the grid by editing your 3DSceneColors config file.
By default you dont have a "3DSceneColors.{theme}" file in your "{user}/houdini/config folder".
The easiest way to create this file(s) is to open the houdini help and search for "Viewport Color Editor", then open up the link that refers to python panel example, then press the load button to load the panel.
This panel is an interface that creates / edits the "3DSceneColors.{theme} file". From here you can go wild changing colors and such.
Specifically the referece grid color property is called "GridColor" both in the editor and in the file.
Some extra info
Each theme (light, dark and grey(bw)) have files that edit their respective themes. Once you hit the save button on the viewport color editor panel it creates a file specific to the theme. So if you change the colors in light mode then switch to dark mode, houdini will reference the dark theme file and not display your previously chosen grid color that was saved in the light themed file. This is what normally throws people off.
You need to restart your houdini for houdini to reference the color file, just make sure that you are viewing the same theme in houdini as the color file that you are editing.
Hope this helps someone in the future.
You are able to change the color of the grid by editing your 3DSceneColors config file.
By default you dont have a "3DSceneColors.{theme}" file in your "{user}/houdini/config folder".
The easiest way to create this file(s) is to open the houdini help and search for "Viewport Color Editor", then open up the link that refers to python panel example, then press the load button to load the panel.
This panel is an interface that creates / edits the "3DSceneColors.{theme} file". From here you can go wild changing colors and such.
Specifically the referece grid color property is called "GridColor" both in the editor and in the file.
Some extra info
Each theme (light, dark and grey(bw)) have files that edit their respective themes. Once you hit the save button on the viewport color editor panel it creates a file specific to the theme. So if you change the colors in light mode then switch to dark mode, houdini will reference the dark theme file and not display your previously chosen grid color that was saved in the light themed file. This is what normally throws people off.
You need to restart your houdini for houdini to reference the color file, just make sure that you are viewing the same theme in houdini as the color file that you are editing.
Hope this helps someone in the future.
Edited by Roger Wellard - Jan. 19, 2022 04:15:10
Houdini Engine for Maya » vellum with engine in maya
- Roger Wellard
- 15 posts
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Hi all,
I have an Hda with an object merge going into a vellum cloth, into a vellum solver. ( most basic setup that I could think of)
When I load that Hda into maya, set the object to be a maya grid and hit play...nothing happens and there is not simulation.
Is there somthing that I am doing wrong or is vellum in maya with engine not supported?
*edit
I must also add that I am using sops vellum solver not dops solver.
Using h18fx and tested this in Maya18 and 19.
Many Thanks
R
I have an Hda with an object merge going into a vellum cloth, into a vellum solver. ( most basic setup that I could think of)
When I load that Hda into maya, set the object to be a maya grid and hit play...nothing happens and there is not simulation.
Is there somthing that I am doing wrong or is vellum in maya with engine not supported?
*edit
I must also add that I am using sops vellum solver not dops solver.
Using h18fx and tested this in Maya18 and 19.
Many Thanks
R
Edited by Roger Wellard - May 18, 2021 05:16:44
Technical Discussion » Better way for checking a nodes type in python
- Roger Wellard
- 15 posts
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Technical Discussion » Better way for checking a nodes type in python
- Roger Wellard
- 15 posts
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what is the best way to check a nodes type,
I have always done somthing like this :
but I have always felt that comparing to a hard coded string to be a bit strange,
I suppose what I am looking for is something more along the lines of pythons builtin isinstace or somthing like;
I am probably missing somthing...
Thanks in advance
I have always done somthing like this :
node = hou.node('/obj/geo1') if node.type().name() == "geo": print("other code goes here")
I suppose what I am looking for is something more along the lines of pythons builtin isinstace or somthing like;
if node.type() == hou.NodeTypes.Geo
I am probably missing somthing...
Thanks in advance
Edited by Roger Wellard - March 4, 2021 09:51:32
Technical Discussion » HDA python module doesn't work every first time it is opened
- Roger Wellard
- 15 posts
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For anyone stumbling across this topic,
hou.hda docs [www.sidefx.com]
Running in the shell or in a callback:
will reload your python houdini module imports
Hope it helps someone
hou.hda docs [www.sidefx.com]
Running in the shell or in a callback:
hou.hda.reloadHDAModule(hou.node(pathtonodehere).hdaModule())
Hope it helps someone
Edited by Roger Wellard - Sept. 1, 2020 10:03:06
Technical Discussion » Is there a conflict of interest at SideFx over scene scale?
- Roger Wellard
- 15 posts
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One of the issues I have is also the difference in scale of Houdini's own test geo. Frustrating for a new user to get comfortable with ( lets use fur in this case ) on test get and then port that to something thats at an actual scale. (comparing the difference between the pig head and the “real” size of Tommy's head.
Technical Discussion » Is there a conflict of interest at SideFx over scene scale?
- Roger Wellard
- 15 posts
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Similar behavior with the paint node, frustrating that this is something that we have to deal with. It makes the learning curve that much harder for new users and then for studios to really put Houdini at the top of their pipeline.
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