In a wrangle I delete Prims by a certain thresold by attribute, and I need that each time that I remove this Prims, delete also the Primitive Group that is related to it.
I search vex Functions but I didn't find nothing….
Have someone idea how to do it?… Must be in vex, not python or attaching any SopNode.
I am trying to bake my hairs into cards and I am facing some problems.
I create the cards, base on the clumpid Attrib and I move my uvs from 2d to 3d space, but know I am facing the problem to match my 3d hair to the uvs to bake..
I will really appreciate if someone can point me in the right direction( attached file).
I want that returns me a tuple of selected nodes like hou.selectednodes() but interactively.
1 - click seft tool 2 - Raise prompt “ select sop Targets” - thats not a problem 3 - Select nodes in Geometry context ( lets say I select add, merge, and a file node 4 - return me a tuple of the selected nodes when I press enter in sceneviewer).
(<hou.SopNode of type add at /obj/geo1/add1>, <hou.SopNode of type merge at /obj/geo1/merge1>, <hou.SopNode of type file at /obj/geo1/file1>)
What I checked with out succes in the hou.sceneviewer are not working for this purpose (maybe I'm wrong or I dont find the way to do it)
1 - selectObjects do the job but only in obj context. 2 - selectGeometry dont work for the case because require a geometry_type ( prims,points,vertex etc) selection.
But there is one problem or maybe I didn't explain my self well.
I need to select nodes in Sop context not in Object context, when I use your script allways jump to obj level and its only possible get selection from nodes in obj context not in the Sop context… Did you know if there is a way to do it??
There is a way to select nodes interactively base on pick up selection via Python, I use normally hou.selectedNodes(, bus this must expect that the nodes are alredy pre-selected. I need to run the script and wait until I select a bounch of nodes and I press enter to make that selection or store it in a avariable as a list.
More or less like the tools provide by SESI that run in scene.viewer context but with nodes( no geometry)
thanks for the quick repluy. I try bone.moveParmRotateIntoPreTransform() but this reset the orientation of the Rotation,not cleaned maintaining the rotation orientation…. about the other (bone.setPreTransform(some_Matrix4)) .. I don't Know how Matrix apply to clean the rotates.
Someone Knows how I can acces the parameter where i can clean rotates via python in the node “bone”, I look in dependences and should be called “pre_xform”, but dont works for me….
The script is quite long but at the end this is the line who calls the parameter.
I am trying to follow the gdc 2017 talk about hair game creation and I can´t find the way to isolate the three curves that belongs to each primitive inside a for each loop.
In side the for each loop I have the primitive and in the talk he create and attribute call curve id and in base to this attribute blasted each line that belongs to the primitive with a point expression.
I have one question… What means $FS…( I know $F and $FF.) I watched a Tut where they use in a Particle sim and I want to know the difference between the most common used $F and $FF and $FS Thanks in advance.
I want to transfer the point number id from one box to another to get a correct blendshape (simple exercise), I store the pt num in a wrangle and transfered to the second box and all work fine if i dont translate the second box.The Problem is that i need to translate the second box in the space…
How i can copy the exactly same point number from one box to another….