Longer version is in the manual.
Local ifd storage folder is different from the shared one for remote rendering. Also, check that your farm can translate $JOB variable properly.
print(FaceList)
symek
So in that landscape we do animate from time to time in Houdini. The animator seats to, like just recently, camera layout. He spreads Houdini into two screens, he grabs camera handle, handle moves, camera stays, he touches handle again, misses it, accidentally selects another object, Houdini jumps into another subnet, curves disappear from animation editor, he's lost. Oh, I have to pin pane and curves! He does that. Now camera moves but gizmo stills. Oh, constrains! They break gizmo's display. Ok, somehow he manages it. Preparing your UI for animation is intellectually challenging, he has to choose which pane to link and pin and whatever, just to make it stable while he jumps between objects and handles. Then Houdini's infamous bug of ghost meshes starts to magically appear, he's confused which object is which, where is his camera among them, there are tree different camera gizmos among whom none of has correctly scaled frustum which doesn't help either (and two are hardly usable in current state). Also, one animation object doesn't update at all apparently because animation editor is on another screen without window focus. Once it happens, he has to restart Houdini to make it work again. This is happening in 600 something build of Houdini 16, after two years of its development.
hou.pwd().parent().inputs()[0].path()
hou.pwd().inputs()[0].path()
jordibares
- Find if a node is animated (SRT) or not… I would expect to have a node.isAnimated() method but don't seem to find it.
Note: Houdini 16.0 ships with OpenVDB 3.3.0, which is a custom version of OpenVDB 4 that is ABI-compatible with OpenVDB 3. To use OpenVDB 4 with Houdini 16.0, be sure to enable the abi=3 option when building both the core library and the Houdini toolkit.
@rem add houdini path to the PATH variable @set HFS=C:\Program Files\Side Effects Software\Houdini 15.5.632 @set PATH=%PATH%;%HFS%\bin @rem set current working directory pushd %~dp0 @rem run script in current working directory @python .\HoudiniPythonSetup.py pause
#!/usr/bin/python def enableHouModule(): '''Set up the environment so that "import hou" works.''' import sys import os # Importing hou will load in Houdini's libraries and initialize Houdini. # In turn, Houdini will load any HDK extensions written in C++. These # extensions need to link against Houdini's libraries, so we need to # make sure that the symbols from Houdini's libraries are visible to # other libraries that Houdini loads. So, we adjust Python's dlopen # flags before importing hou. if hasattr(sys, "setdlopenflags"): old_dlopen_flags = sys.getdlopenflags() import DLFCN sys.setdlopenflags(old_dlopen_flags | DLFCN.RTLD_GLOBAL) try: import hou except ImportError: # Add $HFS/houdini/python2.7libs to sys.path so Python can find the # hou module. sys.path.append(os.environ['HFS'] + "/houdini/python%d.%dlibs" % sys.version_info[:2]) # import hou finally: if hasattr(sys, "setdlopenflags"): sys.setdlopenflags(old_dlopen_flags) # TEST THIS: # def main(): import sys import os print("Python Version: {}\n".format(sys.version)) print("PATH variable: {}\n".format(os.environ['PATH'])) print("sys.path variable: {}\n".format(sys.path)) try: enableHouModule() # without including import hou import hou print("Houdini version: {} module imported".format(hou.applicationVersionString())) except: print("Error: cannot load houdini module") if __name__ == '__main__': main()