We have implemented the multiple inputs already here in our own custom plugin. We didn't go for using a “group” but a “set” instead.
A group in Maya is really a transform used for hierarchy.
A set in Maya is more a selection similar to groups in Houdini.
So the set has multiple members and is connected as a single input to the Houdini Engine HDA.
You can have multiple sets existing in parallel and any hierarchy using groups can stay intact.
The only downside is that these “sets” are not manageable. As far as I could find out you can only create or delete them rather than adding items or removing items.
Anyway sets are worth looking at..
cheers,
benS
Found 46 posts.
Search results Show results as topic list.
Houdini Engine for Maya » Possible for Group Node in Maya as input to Houdini Engine?
- ben5ch
- 76 posts
- Offline
Houdini Engine for Maya » Ramps support
- ben5ch
- 76 posts
- Offline
Yes same here, would love to see Houdini ramp to be hooked up to the Maya Graph GUI.
As for the tabs state. I've fixed this here by defaulting to being collapsed. This seemed the less frustrating.
It was easy to do.
Open the file:
…/HoudiniEngine/maya2015/scripts/AEhoudiniAssetTemplate.mel
and change:
-collapse false
to
-collapse true
There is a second frameLayout where the flag was missing and I have added this there.
So this:
frameLayout
-collapsable true
-label $multiNiceName;
became this:
frameLayout
-collapsable true
-collapse true
-label $multiNiceName;
Just try it out and see if you like it more.. :wink:
As for the tabs state. I've fixed this here by defaulting to being collapsed. This seemed the less frustrating.
It was easy to do.
Open the file:
…/HoudiniEngine/maya2015/scripts/AEhoudiniAssetTemplate.mel
and change:
-collapse false
to
-collapse true
There is a second frameLayout where the flag was missing and I have added this there.
So this:
frameLayout
-collapsable true
-label $multiNiceName;
became this:
frameLayout
-collapsable true
-collapse true
-label $multiNiceName;
Just try it out and see if you like it more.. :wink:
Houdini Engine for Maya » Ramps support
- ben5ch
- 76 posts
- Offline
Yes same here, would love to see Houdini ramp to be hooked up to the Maya Graph GUI.
As for the tabs state. I've fixed this here by defaulting to being collapsed. This seemed the less frustrating.
It was easy to do.
Open the file:
…/HoudiniEngine/maya2015/scripts/AEhoudiniAssetTemplate.mel
and change:
-collapse false
to
-collapse true
There is a second frameLayout where the flag was missing and I have added this there.
So this:
frameLayout
-collapsable true
-label $multiNiceName;
became this:
frameLayout
-collapsable true
-collapse true
-label $multiNiceName;
Just try it out and see if you like it more.. :wink:
As for the tabs state. I've fixed this here by defaulting to being collapsed. This seemed the less frustrating.
It was easy to do.
Open the file:
…/HoudiniEngine/maya2015/scripts/AEhoudiniAssetTemplate.mel
and change:
-collapse false
to
-collapse true
There is a second frameLayout where the flag was missing and I have added this there.
So this:
frameLayout
-collapsable true
-label $multiNiceName;
became this:
frameLayout
-collapsable true
-collapse true
-label $multiNiceName;
Just try it out and see if you like it more.. :wink:
Houdini Engine for Maya » what python environment is used by Houdini Engine in Maya?
- ben5ch
- 76 posts
- Offline
Thanx… it's solved by doing a sys.path.append() here and there.
There was also some confusion about which paths where loaded in Maya.
cheers,
benS
There was also some confusion about which paths where loaded in Maya.
cheers,
benS
Houdini Engine for Maya » what python environment is used by Houdini Engine in Maya?
- ben5ch
- 76 posts
- Offline
Hi there,
I'm having some trouble here with using certain Python modules inside a Pre/Post Frame script.
Following Python code gives different results:
import sys; print ‘P4’ in sys.modules.keys(); import P4; print ‘P4’ in sys.modules.keys()
in Maya shell it gives: TrueTrue
in Houdini shell is gives: FalseTrue
inside Houdini as Pre/Post Frame script it gives: FalseTrue
inside Maya using Engine Plugin and in Pre/post script in an HDA is gives: False
So it seems to break where it tries to import P4. I guess its not in the right path. Or there is no path at all..
anyone?
cheers,
benS
I'm having some trouble here with using certain Python modules inside a Pre/Post Frame script.
Following Python code gives different results:
import sys; print ‘P4’ in sys.modules.keys(); import P4; print ‘P4’ in sys.modules.keys()
in Maya shell it gives: TrueTrue
in Houdini shell is gives: FalseTrue
inside Houdini as Pre/Post Frame script it gives: FalseTrue
inside Maya using Engine Plugin and in Pre/post script in an HDA is gives: False
So it seems to break where it tries to import P4. I guess its not in the right path. Or there is no path at all..
anyone?
cheers,
benS
Houdini Lounge » extracting the current time and date - how?
- ben5ch
- 76 posts
- Offline
Just been playing with this problem as well. Here follows a little trick you can do get the current system time on Windows.
The $ExportNode can be any node but I used the ROP node I was executing the script from in which I needed systemtime.
opset -h off $ExportNode
opset -h on $ExportNode
set FullTime = `execute(“opstat -m $ExportNode”)`
set ExportTime = `arg($FullTime,5)`
cheers,
benS
The $ExportNode can be any node but I used the ROP node I was executing the script from in which I needed systemtime.
opset -h off $ExportNode
opset -h on $ExportNode
set FullTime = `execute(“opstat -m $ExportNode”)`
set ExportTime = `arg($FullTime,5)`
cheers,
benS
-
- Quick Links