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Technical Discussion » this->gdp == nullptr only on Windows?

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photex
119 posts
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 June 22, 2016 04:31:05
Okidoki!

The default CMAKE_CXX_FLAGS for the “Debug” configuration is the culprit. For Ninja builds I'm forcing the CMAKE_BUILD_TYPE to “RelWithDebInfo” and in Visual Studio I just set that as the active configuration.

*grumble grumble*

When I have more time I'll figure out the exact flag that's causing the issues and post an update.

If anyone is interested, maybe we could collaborate and put together a solid reference Houdini.cmake on github and perhaps SESI would be motivated to adopt it into their hearts and provide it with the toolkit?
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Technical Discussion » this->gdp == nullptr only on Windows?

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photex
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 June 21, 2016 12:07:35
Howdy!

I've been working on a SOP on OSX and things have been working fine. I decided to try and build it for windows as well but I'm stumped.

I'm not using hcustom, only cmake based on what I see in the Makefiles provided with the toolkit (and might I humbly request Sesi adds an official Houdini.cmake module there as well??).

Plugin builds and loads just fine but in cookMySop ‘gdp’ is a nullptr and I really don't understand why at this point.

Any helpful advice or thoughts on how to wiggle this into something that works would be most appreciated. It's definitely something related to the build because SOP_Star will exhibit the same problem if I don't use hcustom (seriously… hcustom is the devil).

Cheers!

Chip
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Technical Discussion » Building plugin on OSX 10.10 with modern C++

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photex
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 June 20, 2016 15:12:14
Just to put the lid on this. With the release of 15.0 there were no more issues.
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Technical Discussion » Building plugin on OSX 10.10 with modern C++

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photex
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 July 22, 2015 20:25:43
Ok, so I downloaded 14.0.395 and specifically the clang build for 10.10 and I can build without libstdc++, or so I think, I'm still unable to find std::shared_ptr, std::forward, or std::unordered_map which may perhaps be some boost issue?
This is a problem even if I use hcustom so I'm pretty confident it's not an issue with my cmake setup specifically.
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Technical Discussion » Building plugin on OSX 10.10 with modern C++

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photex
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 July 22, 2015 17:26:02
Heyo!

I'm working on a plugin that embeds portions of a game engine into Houdini and requires linking with some libraries that leverage std::shared_ptr and std::unordered_map. This appears to be in some conflict with the HDK (14.0.395 clang 10.10).

If I don't use -stdlib=libstdc++ when building the plugin I get errors regarding UT_BitArrays iterator trait specialization. If I *do* use that I end up not being able to use shared_ptr or unordered_map for some reason.

I'd love to hear some ideas on how to address this or work around it. I'm using CMake and more or less based the setup on what I saw hcustom doing. At the moment this is an exploratory plugin so that our tech artists can demonstrate some of the value of Houdini to the art department here… but the whole plan might just have been blown out of the water.

Cheers,

Chip
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Technical Discussion » bclip file format

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photex
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 Nov. 28, 2013 01:37:01
Wow. It certainly is. I was looking in 12.5 but I can't say for certain that it isn't also described there.

Thanks!
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Technical Discussion » bclip file format

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photex
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 Nov. 25, 2013 12:23:13
Thanks edward.

I got my hopes up at first glance in the CPD folder but sadly it's only concerned with the ASCII format. I guess bclip is just not public domain?

Oh well.
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Technical Discussion » bclip file format

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photex
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 Nov. 22, 2013 15:59:56
Hello,

Just out of curiosity, is the bclip file format open or documented anywhere? I'm experimenting with a utility that will be generating a large number of clips and the ascii format is easy to generate but the binary format could save some space and be more efficient to work with.
I'm not using the HDK for this utility because I don't want to consume a license. Also I'm working in Scala and while I *am* interested in someday creating JNI bindings for the HDK it's not in scope for this little project.


Cheers!

Chip
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Houdini Indie and Apprentice » Restricted fbx/collada export for HD?

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photex
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 Aug. 13, 2010 23:15:24
Yeah, I just meant that without fbx support your only real option for character animation is either rolling your own exporters to whatever engine you use, or suffering Torque.
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Houdini Indie and Apprentice » Restricted fbx/collada export for HD?

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photex
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 March 21, 2010 02:51:49
It's easy to see why there is torque support. It's proprietary and was written by a member of the torque team (unless I'm mistaken on that point).
For the most part I'd say that the only thing in game development you can't use HD for is character animation. Which is a shame of course, but HD is fantastic still for a large chunk of game related art and design. Sure it might take a little elbow grease but it's not that bad.

Personally, I'd be perfectly happy having FBX or Collada be an addon product for HD. Another $99 or something.
I'm not a commercial customer and probably won't ever be able to justify $1500 for a years worth of access to software I'm using for hobby and personal development purposes (I mean, it may be 3-4 hours tops that I have free to even use it, some weeks no time at all).
Or actually, the more I think about it, a $500 indie license or something like that would fit my budget. But I still think an ActorX ROP would be the coolest! Someone tell Epic to hurry up with that.
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Houdini Lounge » OSX Uninstall doing nothing

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photex
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 April 20, 2009 11:04:01
Yep spotlight is indeed turned off. Never figured I'd need it when I can use the locate database.
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Houdini Lounge » OSX Uninstall doing nothing

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photex
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 April 17, 2009 19:01:41
I did and it didn't change.
Let it sit over lunch but just ended up removing by hand once I got back.
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Houdini Lounge » OSX Uninstall doing nothing

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photex
119 posts
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 April 17, 2009 18:47:02
Every other aspect of installing and running Houdini works without issue. It's only something that's failing behind the scenes I assume of the uninstall script.
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Houdini Lounge » OSX Uninstall doing nothing

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photex
119 posts
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 April 17, 2009 15:27:02
Hi all,

I'm trying to uninstall several previous versions of Houdini via the admin tools but it unfortunately doesn't work. The uninstaller just sits and spins. Nothing going on at all. Console doesn't report anything either, and I don't see a menu item to show me a log.
How can I find out what's going wrong? I can manually uninstall but it's annoying to have to do that on OSX vs the single directory of Linux.

Any tips would be great!

Cheers
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Houdini Indie and Apprentice » houdini workflow

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photex
119 posts
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 Jan. 5, 2009 13:30:38
Don't be discouraged! I meant that you can hand animate and then play with blending those together. CHOPs is very easy to get into.
Houdini is a really artist friendly tool I think.
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Houdini Indie and Apprentice » houdini workflow

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photex
119 posts
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 Dec. 31, 2008 10:42:41
It doesn't have the same sort of non-linear animation editor as XSI (I can't speak for Maya). But it has a HUGE assortment of channel operators that will let you perform the same sorts of operations. It's not as immediately clear how to do it, but just spend some time playing in CHOPs and it'll become more clear.
For starters, when you save out animation clips in XSI, the closest thing you can do in Houdini is save out chan files and use them with a file CHOP. CHOPs has a wide array of operators that can be used to re-time, blend, and combine channels that you read in.
Your character should probably be encapsulated into an HDA so that you can reference it in separate hip files, or at least OBJ networks that you can use to build up component animation sequences and then in the actual scene where you'll be blending the animations.
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Houdini Indie and Apprentice » mplay and mental ray

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photex
119 posts
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 Dec. 31, 2008 10:31:32
Just a quick follow up question:

As I attempted to do this on OSX the mi_houdini.dylib isn't able to be used by mental ray directly via the “link” command, so unless I'm totally misunderstanding how to make the mplay file type available, would anyone be able to help fill the gap in my understanding?

I think I'm just going to have to suck it up and “ray … && mplay …”.
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Houdini Indie and Apprentice » mplay and mental ray

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photex
119 posts
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 Dec. 31, 2008 01:51:57
Just a quick follow up question:

As I attempted to do this on OSX the mi_houdini.dylib isn't able to be used by mental ray directly via the “link” command, so unless I'm totally misunderstanding how to make the mplay file type available, would anyone be able to help fill the gap in my understanding?

I think I'm just going to have to suck it up and “ray … && mplay …”.
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Houdini Indie and Apprentice » mplay and mental ray

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photex
119 posts
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 Dec. 10, 2008 11:15:08
Oh sweet, so I can just edit the examples to use the mplay output driver and be done with it. So much nicer.

Cheers and thanks!
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Houdini Indie and Apprentice » mplay and mental ray

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photex
119 posts
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 Dec. 10, 2008 09:30:26
Howdy,

Posting here since I only have HD license. I just bought the mental ray shading book which comes with mental ray standalone and I've been trying to figure out how to use imdisplay with it for my test renders and to run with the examples given, but it doesn't seem to work. Is this due to my lack of Master or escape license?
I'm on OSX so the imf_disp doesn't work as it does on Linux where I could settle for it (but I clearly prefer mplay)

So just to recap the steps I've tried:

I call imdisplay: `imdisplay -m /path/to/output/image &`

then I run the render: `ray /path/to/example/mi/file`

The mplay window will pop up with the correct dimensions but it never shows the buckets rendering, nor does it show the final image.

If I use Cutter, the rayview will tend to work, however I'm having other problems with cutter on OSX and sometimes I just prefer to have a vi session and a session to run ‘make’ and ‘ideally’ have mplay popup.


Cheers,
Chip
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