Hello everyone!
Lately I've having some trouble implementing a floating QWidget/QDialog/QMainWindow (all yield the same result) with Drag&Drop capabilities in Houdini. I've been searching the web for some answer but I mainly find people asking (and answering) about Python Panels. I saw that there is a specific documentation page about drag and drop in Qt for Houdini [www.sidefx.com], but again, it's only for Python Panels.
I had some code that spawned a QDialog with a working drag and drop in Maya and standalone python, so in case I was missing something, I decided to take SideFX's drag and drop Python Panel example and just spawn it as a floating panel to see the result, and still won't let me drag and drop. You can find the example code here [gist.github.com]. I only added lines 8, 68 and 69 to make it float.
I'm not sure if I need to do something else, but I can't get to make this work. Any help would be appreciated.
Thanks,
Salvador.
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Technical Discussion » Drag and drop in a floating QWidget/QDialog/QMainWindow
- salvaom
- 7 posts
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Technical Discussion » Accessing a packed agent's bullet shapes
- salvaom
- 7 posts
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Hello,
I wanted to know if it's possible to access the specific collision shapes of an agent's bullet geometry when it's made a ragdoll. A good example would be to apply a force of (0, 1, 0) each frame only to the head in DOPs.
Thanks,
Salvador.
I wanted to know if it's possible to access the specific collision shapes of an agent's bullet geometry when it's made a ragdoll. A good example would be to apply a force of (0, 1, 0) each frame only to the head in DOPs.
Thanks,
Salvador.
Edited by salvaom - March 28, 2018 22:32:59
Technical Discussion » VEX error when including an external .vfl/.h file
- salvaom
- 7 posts
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Ok, this works as a charm, thank you very much. I had a look at some .h scripts all around and I noticed the #ifndef, and tried to do it, but I didn't realize it needed an #endif at the bottom.
I've got a couple more questions though, why is it needed to guard against re-definition? Probably is something obvious, but I come from Python and I've never had to deal with this. And secondly, the __a_test__ line, is it just a dummy string to ensure that this code is only executed once, or does it have to match the module name/have some meaningful text?
Thank you!
I've got a couple more questions though, why is it needed to guard against re-definition? Probably is something obvious, but I come from Python and I've never had to deal with this. And secondly, the __a_test__ line, is it just a dummy string to ensure that this code is only executed once, or does it have to match the module name/have some meaningful text?
Thank you!
Technical Discussion » VEX error when including an external .vfl/.h file
- salvaom
- 7 posts
- Offline
Hello!
I'm having a bit of trouble trying to create a small VEX library for myself, but somehow I can't manage to make it work, I'm hoping someone here can shed a bit of light in the matter.
Basically, any time I try to include any custom file on a wrangle node in Houdini I get this error:
I run Houdini with a different set of environment variables per-project, so I though maybe it was some “HOUDINI_VEX_PATH” or “HOUDINI_PATH” that I forgot to prepend the default environment (&), but I've attempted to do the same with the default Houdini paths and still fails to do such.
To test, I've created a file in CUsers/Supervisor/Documents/houdini15.5/vex/include/a_test.h with this code:
Then in Houdini a simple sphere, a Point Wrangle with the following code:
I'm not sure what I'm doing wrong, I've even tried to put that same file in $HH/vex/include but it yields the same error.
I'm using Houdini FX 15.5.523 (apprentice) under Windows, I've also attached the full info in the post.
Any ideas?
Thanks.
I'm having a bit of trouble trying to create a small VEX library for myself, but somehow I can't manage to make it work, I'm hoping someone here can shed a bit of light in the matter.
Basically, any time I try to include any custom file on a wrangle node in Houdini I get this error:
Error: The sub-network output operator failed to cook: /obj/geo1/attribwrangle1/attribvop1 Warning: Errors or warnings encountered during VEX compile: C:/Users/Supervisor/Documents/houdini15.5/vex/include/a_test.h: Multiple definitions of function: int my_test_func() (1,14:25). Errors or warnings encountered during VEX compile: C:/Users/Supervisor/Documents/houdini15.5/vex/include/a_test.h: Multiple definitions of function: int my_test_func() (1,14:25). Error: Vex error: C:/Users/Supervisor/Documents/houdini15.5/vex/include/a_test.h: Multiple definitions of function: int my_test_func() (1,14:25) Failed to resolve VEX code op:/obj/geo1/attribwrangle1/attribvop1Unable to load shader 'op:/obj/geo1/attribwrangle1/attribvop1'.
I run Houdini with a different set of environment variables per-project, so I though maybe it was some “HOUDINI_VEX_PATH” or “HOUDINI_PATH” that I forgot to prepend the default environment (&), but I've attempted to do the same with the default Houdini paths and still fails to do such.
To test, I've created a file in CUsers/Supervisor/Documents/houdini15.5/vex/include/a_test.h with this code:
function int my_test_func() { return 1; }
Then in Houdini a simple sphere, a Point Wrangle with the following code:
# include <a_test.h> i@foo = my_test_func();
I'm not sure what I'm doing wrong, I've even tried to put that same file in $HH/vex/include but it yields the same error.
I'm using Houdini FX 15.5.523 (apprentice) under Windows, I've also attached the full info in the post.
Any ideas?
Thanks.
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