this is a delightful and long standing bug. welcome to the party, pal.
the workaround is to right-click the channel in the anim editor list, and you can get to the extrapolation from there
cheers,
chrisg
Found 30 posts.
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Technical Discussion » Animation Editor -- Channel Properties before/after keyframe
- doctorbob
- 30 posts
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Technical Discussion » Houdini Crash Message when closed after using PyQt
- doctorbob
- 30 posts
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without knowing anything about your UI or what it's doing or how it's constructed...
if you're using qThreads and they're still running when you close the dialog, you'll usually get an insta-crash like this.
so something like
if you're using qThreads and they're still running when you close the dialog, you'll usually get an insta-crash like this.
so something like
def closeEvent(self, event): super(MyNodeUI, self).closeEvent(event) # self.worker is a reference to a QThread in this case if self.worker: logger.debug("waiting for worker thread") # wait for the thread to finish cleanly self.worker.wait() self.deleteLater()
Technical Discussion » Setting background image on render view using python
- doctorbob
- 30 posts
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Hey there,
you can do it, by calling a hscript command
cheers,
chrisg
you can do it, by calling a hscript command
copPath = "/my/plate/here.exr" hou.hscript('imgdispopt -f %s' % copPath)
cheers,
chrisg
Edited by doctorbob - July 18, 2023 22:41:38
Technical Discussion » hou python action to update hda definitions
- doctorbob
- 30 posts
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it's a method of the Node class - changeNodeType()
https://www.sidefx.com/docs/houdini/hom/hou/Node.html [www.sidefx.com]
terrible nom tested code
cheers,
chrisg
https://www.sidefx.com/docs/houdini/hom/hou/Node.html [www.sidefx.com]
terrible nom tested code
nd = hou.node('/obj/FlipsInNips1') nd.changeNodeType("namespace::main::FlipsInNips::2.0")
cheers,
chrisg
Technical Discussion » Eval() Incorrectly Returning File Path String
- doctorbob
- 30 posts
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houdini has always been troublesome with backslashes (notice when you pick a file path in windows, it converts to forward slashes).
long story short, always use forward slashes, even on windows.
cheers,
chrisg
long story short, always use forward slashes, even on windows.
cheers,
chrisg
Technical Discussion » No module named sidefx_stroke or kinefx.stateutils
- doctorbob
- 30 posts
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Hi all,
It seems houdini doesn't like the startup directory being the root of a drive (under windows).
If i add a fresh usb drive (just to make a new drive letter) and startup from e:\, i get all the state load errors. if i make a subfolder and start from that director (e:\temp for example), i get no load errors.
time for a bug report.
cheers,
chrisg
It seems houdini doesn't like the startup directory being the root of a drive (under windows).
If i add a fresh usb drive (just to make a new drive letter) and startup from e:\, i get all the state load errors. if i make a subfolder and start from that director (e:\temp for example), i get no load errors.
time for a bug report.
cheers,
chrisg
Houdini Lounge » Tween Machine
- doctorbob
- 30 posts
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i have one as part of my keytar package:
https://github.com/chris-gardner/hou-keytar [github.com]
cheers,
chrisg
https://github.com/chris-gardner/hou-keytar [github.com]
cheers,
chrisg
Technical Discussion » Faster launch times?
- doctorbob
- 30 posts
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if you happen to have Arnold installed, it can **massively** slow down your startup depending on your startup directory. the autodesk licensing stuff will attempt to load every dll in the current working directory as it starts. quality stuff as always from autodesk.
i modified our launcher system to set $CWD to a blank directory and startup times were more or less normal (for loading a bunch of otls off a network share - that still hurts).
cheers,
chrisg
i modified our launcher system to set $CWD to a blank directory and startup times were more or less normal (for loading a bunch of otls off a network share - that still hurts).
cheers,
chrisg
Technical Discussion » Houdini on Linux via VirtualBox
- doctorbob
- 30 posts
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Hi Michal,
I've managed to get houdini working under virtualbox. I'm using mint linux (19.1) and houdini 18.0.532 (its an older setup)
i wasn't able to get it going with virtualbox's gpu acceleration, instead (i think) installing mesa for software opengl
it's slow and glitchy, but for occasionally testing some pipeline stuff it fills my needs.
cheers,
chrisg
I've managed to get houdini working under virtualbox. I'm using mint linux (19.1) and houdini 18.0.532 (its an older setup)
i wasn't able to get it going with virtualbox's gpu acceleration, instead (i think) installing mesa for software opengl
sudo apt-get install mesa-utils
it's slow and glitchy, but for occasionally testing some pipeline stuff it fills my needs.
cheers,
chrisg
Edited by doctorbob - Sept. 5, 2021 23:17:26
Technical Discussion » Vex: Finding near point in a specific direction
- doctorbob
- 30 posts
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pccone radius? might only be in newer versions.
https://www.sidefx.com/docs/houdini/vex/functions/pccone_radius.html [www.sidefx.com]
cheers,
chrisg
https://www.sidefx.com/docs/houdini/vex/functions/pccone_radius.html [www.sidefx.com]
cheers,
chrisg
Technical Discussion » csh.exe has stopped working ........HELP!
- doctorbob
- 30 posts
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i've had this issue with a certain antivirus product (carbonblack). my sysadmin whitelisted the houdini processes and that seemed to fix it.
cheers,
chrisg
cheers,
chrisg
Technical Discussion » Passing a script into HYTHON?
- doctorbob
- 30 posts
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in some cases, it might work to make your script be responsible for loading the hip file with a wrapper function. generally how we do things here for farm export stuff.
eg
and if your python script is structured thusly:
cheers,
chrisg
eg
/path/to/hython /path/to/script.py -i /path/to/hip.hip
and if your python script is structured thusly:
from optparse import OptionParser def do_the_thing(): # do amazing things here pass if __name__ == "__main__": # this gets run when called via the commandline # parse commandline arguments here and pass to the main function parser = OptionParser(usage) parser.add_option("-i", "--hip", dest="hipfile", help="path to .hip file") # load the scene hou.hipFile.load(options.hipfile) # now do the thing with the scene do_the_thing()
cheers,
chrisg
Technical Discussion » Loads of keyframes in loads of objects.....
- doctorbob
- 30 posts
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this script will add all animated parms in the scene to the animation editor
cheers,
chrisg
""" scopes all keyframed parms in the scene """ import hou animated_list = [] nd = hou.node("/") nodeArr = nd.allSubChildren() for n in nodeArr: if not n.isInsideLockedHDA(): parmArr = n.parms() for p in parmArr: if p.isTimeDependent(): deletelist = [] keyframes = p.keyframes() if len(keyframes) > 1: p.setScope(True)
cheers,
chrisg
Houdini Lounge » Naming fbx Exports
- doctorbob
- 30 posts
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just drop down a null node called “test” before your fbx ROP to set the name?
cheers,
chrisg
cheers,
chrisg
Houdini Lounge » How to know if a node is camera (include cam HDA) ?
- doctorbob
- 30 posts
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Houdini Lounge » How to know if a node is camera (include cam HDA) ?
- doctorbob
- 30 posts
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hey all,
as a followup to this, i trawled through the HTOA properties source and discovered they were using the node.type().definition().extraInfo() thingo - it has a “subtype=cam” entry for camera derived types.
It certainly works for my own custom camera OTLs.
i have no idea whether this is a formal houdini thing that you can 100% rely upon, but as hou has no concept of type def subclasses, it's the closest that i've ever seen (short of globbing parms and saying “yep, this looks like a camera… ish”)
hope this helps.
cheers,
chrisg
as a followup to this, i trawled through the HTOA properties source and discovered they were using the node.type().definition().extraInfo() thingo - it has a “subtype=cam” entry for camera derived types.
It certainly works for my own custom camera OTLs.
i have no idea whether this is a formal houdini thing that you can 100% rely upon, but as hou has no concept of type def subclasses, it's the closest that i've ever seen (short of globbing parms and saying “yep, this looks like a camera… ish”)
hope this helps.
cheers,
chrisg
Technical Discussion » Autocompletion Pycharm Houdini
- doctorbob
- 30 posts
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Hi Ioness,
if i'm understanding your setup correctly, you either need to
1) use hython as your python interpreter (https://www.jetbrains.com/help/pycharm/configuring-python-interpreter.html#) - point it to /your/houdini/installation/hython
this will give you autocomplete, but will pull a license (this may or may not bother you)
OR
2) use a hou stub file like the attached. make sure it's somewhere on your PYTHONPATH so pycharm an find it, and you'll get (basic) autocomplete for hou. this will run in a non-houdini python interpreter, won't pull a license and is more friendly if you're making cross-application code
cheers,
chrisg
if i'm understanding your setup correctly, you either need to
1) use hython as your python interpreter (https://www.jetbrains.com/help/pycharm/configuring-python-interpreter.html#) - point it to /your/houdini/installation/hython
this will give you autocomplete, but will pull a license (this may or may not bother you)
OR
2) use a hou stub file like the attached. make sure it's somewhere on your PYTHONPATH so pycharm an find it, and you'll get (basic) autocomplete for hou. this will run in a non-houdini python interpreter, won't pull a license and is more friendly if you're making cross-application code
cheers,
chrisg
Edited by doctorbob - June 21, 2020 20:40:51
Technical Discussion » Py/VEX: Add point on prim edge
- doctorbob
- 30 posts
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your easiest bet may be to feed something into the polysplit SOP - figure out which edge you want to insert a point, and decode polysplit's magical syntax (eg “245e2:0.75”, which is i think “edge number: split ratio”). there are examples in the docs.
i've done some stuff with slicing polys and interpolating attributes all in vex (per face slicing), but it gets complicated real fast. best if you can piggyback on one of the factory nodes if you can.
cheers,
chrisg
i've done some stuff with slicing polys and interpolating attributes all in vex (per face slicing), but it gets complicated real fast. best if you can piggyback on one of the factory nodes if you can.
cheers,
chrisg
Technical Discussion » Camera in Houdini, is there an "auto vertical tilt correction"?
- doctorbob
- 30 posts
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if i had to guess, it looks like it's actually skewing/shearing the camera matrix in one axis. so the short answer is that no, houdini can't do that out of the box. it would be possible to do it in a mantra lens shader, i imagine. but nothing you could see in the viewport.
max is full of special archviz stuff like that, which other packages don't have equivalents for.
cheers,
chrisg
max is full of special archviz stuff like that, which other packages don't have equivalents for.
cheers,
chrisg
Technical Discussion » Image sequence range selection ...
- doctorbob
- 30 posts
- Offline
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