okay, there is something I am just not getting. So let me go over the steps I have done so you can tell me, where I'm am being silly
I have run
set PATH=%PATH%;C:\Program Files\Side Effects Software\Houdini 15.5.673\bin
in the command prompt. and it still doesn't work.
so for a test I did.
import sys
for f in sys.path:
….print f
it's not on the list. so I did.
sys.path.append(r'C:\Program Files\Side Effects Software\Houdini 15.5.673\bin')
sys.path.append(r'C:\Program Files\Side Effects Software\Houdini 15.5.673\houdini\python2.7libs')
great when I print f in sys.path it's on the list. but when I then
import hou
it recognizes hou but gives me the same error about DLL load failed:
and in addition if I close IDLE and reopen they are off the list. I apologize for the not getting this, I just haven't had to do this before, so am lost.
Found 57 posts.
Search results Show results as topic list.
Houdini Indie and Apprentice » 'HFS' environment variable not set?
- chris wells
- 57 posts
- Offline
Houdini Indie and Apprentice » 'HFS' environment variable not set?
- chris wells
- 57 posts
- Offline
the error is
I thought I had the path set, But I must not have? the import hou starts, but inside the hou, is the import _hou which apparently calls some dll's
Traceback (most recent call last): File "Z:\Z_transfer\chris\scripts\HoudiniPytonSetup.py", line 28, in <module> enableHouModule() File "Z:\Z_transfer\chris\scripts\HoudiniPytonSetup.py", line 23, in enableHouModule import hou File "C:\Program Files\Side Effects Software\Houdini 15.5.673\houdini\python2.7libs\hou.py", line 19, in <module> import _hou ImportError: DLL load failed: The specified module could not be found.
I thought I had the path set, But I must not have? the import hou starts, but inside the hou, is the import _hou which apparently calls some dll's
Houdini Indie and Apprentice » 'HFS' environment variable not set?
- chris wells
- 57 posts
- Offline
okay, sorry for the silly-ness, I thought that must have been talking about the install, there are many aspects of houdini that I'm still just figuring out looking into source houdini_setup, That seems to be something that sets the commandline options, but again, the how is illusive. Maybe I need to do a feature request, have a checkbox option on the install, “setup Python” Fusion actually just does this for you. It's pretty awesome. want to talk to fusion or generation from the outside with python, go into your python and type “import BlackmagicFusion”, that's it. on install it does it all for you.
So currently I'm trying to figure out how to modify that script so I can get this working.
However I get an error, DLL load failed. I thought appending the bin would add all those dll's, So again I'm stumped at this. Any ideas?
thanks
Chris
So currently I'm trying to figure out how to modify that script so I can get this working.
def enableHouModule(): '''Set up the environment so that "import hou" works.''' import sys, 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(r'C:\Program Files\Side Effects Software\Houdini 15.5.673\bin') sys.path.append(r'C:\Program Files\Side Effects Software\Houdini 15.5.673\houdini\python2.7libs') import hou finally: if hasattr(sys, "setdlopenflags"): sys.setdlopenflags(old_dlopen_flags) enableHouModule() import hou
However I get an error, DLL load failed. I thought appending the bin would add all those dll's, So again I'm stumped at this. Any ideas?
thanks
Chris
Edited by chris wells - Dec. 19, 2016 18:07:52
Houdini Indie and Apprentice » 'HFS' environment variable not set?
- chris wells
- 57 posts
- Offline
so I'm trying to setup my python for outside Houdini communication. and found this page.
http://www.sidefx.com/docs/houdini15.0/hom/commandline [sidefx.com]
great, makes sense, However, digging into it. the ‘HFS’ environment variable doesn't exist. I would have thought this was set when houdini was installed. I could set it myself, but that would mean everytime I update houdini, my python would not be updated?
is this typically set when houdini is installed? and if mine isn't, what can I do?
I tried running the installer as admin, and that didn't help.
thanks
Chris
http://www.sidefx.com/docs/houdini15.0/hom/commandline [sidefx.com]
great, makes sense, However, digging into it. the ‘HFS’ environment variable doesn't exist. I would have thought this was set when houdini was installed. I could set it myself, but that would mean everytime I update houdini, my python would not be updated?
is this typically set when houdini is installed? and if mine isn't, what can I do?
I tried running the installer as admin, and that didn't help.
thanks
Chris
Houdini Indie and Apprentice » Python from outside houdini
- chris wells
- 57 posts
- Offline
Houdini Indie and Apprentice » Python from outside houdini
- chris wells
- 57 posts
- Offline
yeah I guess I could make a “sceneFile” that would write down the info for each shot, to a text file, and then in Houdini have a script that would batch all the sceneFiles, Making each hiplc file. I was just hoping I would be able to drive houdini from other apps, like you can in fusion.
Then inverse also may work, because my project management software Generation, you can talk to from the outside. I could have Houdini talk to it, and get the info. and then make a scene off of what is selected inside generation. I guess either way would work. Just not as elegant as the. one click inside Generation, to control Houdini,
thanks for the help!
Chris
Then inverse also may work, because my project management software Generation, you can talk to from the outside. I could have Houdini talk to it, and get the info. and then make a scene off of what is selected inside generation. I guess either way would work. Just not as elegant as the. one click inside Generation, to control Houdini,
thanks for the help!
Chris
Houdini Indie and Apprentice » Python from outside houdini
- chris wells
- 57 posts
- Offline
I've searched around, but must be asking this wrong as I haven't been able to find anything. So here is my goal.
have a script run from another program, and setup my Houdini scene.
I have done this a couple of ways in the past.
1st. Lightwave is an ASCII file format, so I just write a text scene file. with all the right settings, Works great. However it doesn't appear .hip files are ASCII from what I have found it looks like they are a mix of binary and ASCII, So this doesn't seem like an option. Which is sad. As this give lots of flexibility and the app doesn't even have to be open to edit, and create things.
2nd. Fusion. The Other Way is talk to the program through Python, externally. So in fusion. in python I launch fusion, and then tell it, what the loader and saver is, what the timing is. and where to save the comp. and then close it. All from the outside. Just driving fusion externally. I believe maya can do that as well. It seems like this would be the way to do it in houdini. However, I can't for the life of me find any documentation on how to do it. I would guess it's because I don't know the right way to search for it.
So how do we communicate with Houdini from outside Houdini through Python?
Thanks
Chris
have a script run from another program, and setup my Houdini scene.
I have done this a couple of ways in the past.
1st. Lightwave is an ASCII file format, so I just write a text scene file. with all the right settings, Works great. However it doesn't appear .hip files are ASCII from what I have found it looks like they are a mix of binary and ASCII, So this doesn't seem like an option. Which is sad. As this give lots of flexibility and the app doesn't even have to be open to edit, and create things.
2nd. Fusion. The Other Way is talk to the program through Python, externally. So in fusion. in python I launch fusion, and then tell it, what the loader and saver is, what the timing is. and where to save the comp. and then close it. All from the outside. Just driving fusion externally. I believe maya can do that as well. It seems like this would be the way to do it in houdini. However, I can't for the life of me find any documentation on how to do it. I would guess it's because I don't know the right way to search for it.
So how do we communicate with Houdini from outside Houdini through Python?
Thanks
Chris
Houdini Indie and Apprentice » Velocity Curve in Animation Editor
- chris wells
- 57 posts
- Offline
Houdini Indie and Apprentice » Velocity Curve in Animation Editor
- chris wells
- 57 posts
- Offline
This maybe simple, and I hope it is, But I've googled like crazy and haven't found anything, So how do you show the velocity curve in the animation editor. I guess some would call it a acceleration curve. But it shows how the speed changes over time instead of position over time. Very useful for getting that movement just right.
Thanks
Chris
Thanks
Chris
Houdini Indie and Apprentice » Scene Referencing?
- chris wells
- 57 posts
- Offline
Very good info, thanks for the response, I'll keep reading up on assets, seems like a good option.
Thanks
Thanks
Houdini Indie and Apprentice » Scene Referencing?
- chris wells
- 57 posts
- Offline
Okay, Thanks for the response. I think it may be good to look into this as a feature request then. For most things it's not a huge deal, but I can't tell you how many productions I've been on, where this ability in Maya has been critical. especially creature/character animation. Inevitably you'll be down the show a good long while and someone will come up with a great idea that involves changing the character. Which with referencing isn't the end of the world. you change the master scene and it then all the dependent scenes are good to go. It provides a flexible and powerful way to split up work, I'm a freelancer, so when I'm pulled onto a show, we are typically small teams, not departments, But what it means is I can get started with the lighting and scene setup, while some other person is finalizing the styling of the Character. But I can early on get moving down the pipe, and once the final character style is approved I'm basically ready to render.
On smaller shows, smaller teams, fast paced stuff. I would say it's a critical feature to have. I'm learning Houdini as fast as I can, I love it and think it's insanely powerful. My impression is, I'm not sure how team friendly it is. if assets go by way of alembic, or bgeo that can be saved out and combined thats great. I'm just not sure how the character/creature animation could really happen inside it, in the referenced way most of us are used to.
I have a shot right now, I need to start putting this hair setup into many shots. well Hair isn't approved yet. So I with referencing I could continue working on putting it in shots. while waiting for client approvals. and then if they say, change this or change that. great no work lost. But in Houdini Okay I'll have to re import and hook up everything.
I hope I don't come across as a punk I haven't posted on the forums much at all, so don't know the community, I really like Houdini, I'm just looking at it from a, how could this be used as my primary 3d package.
On smaller shows, smaller teams, fast paced stuff. I would say it's a critical feature to have. I'm learning Houdini as fast as I can, I love it and think it's insanely powerful. My impression is, I'm not sure how team friendly it is. if assets go by way of alembic, or bgeo that can be saved out and combined thats great. I'm just not sure how the character/creature animation could really happen inside it, in the referenced way most of us are used to.
I have a shot right now, I need to start putting this hair setup into many shots. well Hair isn't approved yet. So I with referencing I could continue working on putting it in shots. while waiting for client approvals. and then if they say, change this or change that. great no work lost. But in Houdini Okay I'll have to re import and hook up everything.
I hope I don't come across as a punk I haven't posted on the forums much at all, so don't know the community, I really like Houdini, I'm just looking at it from a, how could this be used as my primary 3d package.
Houdini Indie and Apprentice » Hair not rendering? Bug maybe?
- chris wells
- 57 posts
- Offline
“If you dive into sphre_object1_fur->guides->groom_on_old_skin, please move the render flag to the curvegroom node. It should render then.”
Tech support got back to me with the answer, if anyone else runs into this. Here's a big thumbs up for great support!
Tech support got back to me with the answer, if anyone else runs into this. Here's a big thumbs up for great support!
Houdini Indie and Apprentice » Scene Referencing?
- chris wells
- 57 posts
- Offline
Is there a way to do Scene Referencing in Houdini? Say you have made an asset “model with hair” and you want to put it into several shots. I can merge the scene in, but then if I change the master scene, it won't propagate down to the shots.
Is this not possible? I know in a perfect world an asset would be locked, but we all know how productions go
thanks
Chris
Is this not possible? I know in a perfect world an asset would be locked, but we all know how productions go
thanks
Chris
Houdini Indie and Apprentice » Hair not rendering? Bug maybe?
- chris wells
- 57 posts
- Offline
it should also be noted that the hair disappears in render when you first plug the null into the sphere object. in the viewport it's floating around not attached to the ball, but nothing in render. and once you disconnect from the someAnimation null the hair starts showing up in the render again.
Houdini Indie and Apprentice » Hair not rendering? Bug maybe?
- chris wells
- 57 posts
- Offline
So I have made the most basic scene I can to illustrate the issue. It seems like a bug. But I also don't know houdini well, so it's hard to tell.
Attached there are 3 scenes.
ballCombinePost if you open and go to renderview and try to render with ipr. the hair doesn't render. And I have no idea why. both mantra and octane have this issues by the way.
here are the steps to reproduce what I have done. open ballCombine, and file merge in HairSphere. delete cam2 then plug the some Animation into the sphere object. great, the sphere is now parented to the null animation. so we need to go to skin and update from sop so the hair grooming is attached. I also set the method to transfer direct. since it's just transform data. Great that works, now the hair is attached to the sphere that is being animated by the null…. Except now the hair doesn't render.
any ideas? I am stumped. looks like a bug to me, as it is very straightforward what I am trying to do. If you don't do any grooming it works. and the hair auto sticks to the ball once it's parented to the null.
Thanks
Chris
Attached there are 3 scenes.
ballCombinePost if you open and go to renderview and try to render with ipr. the hair doesn't render. And I have no idea why. both mantra and octane have this issues by the way.
here are the steps to reproduce what I have done. open ballCombine, and file merge in HairSphere. delete cam2 then plug the some Animation into the sphere object. great, the sphere is now parented to the null animation. so we need to go to skin and update from sop so the hair grooming is attached. I also set the method to transfer direct. since it's just transform data. Great that works, now the hair is attached to the sphere that is being animated by the null…. Except now the hair doesn't render.
any ideas? I am stumped. looks like a bug to me, as it is very straightforward what I am trying to do. If you don't do any grooming it works. and the hair auto sticks to the ball once it's parented to the null.
Thanks
Chris
Houdini Indie and Apprentice » mdd doesn't match geometry
- chris wells
- 57 posts
- Offline
Never mind I figured it out, been digging around for some time, decide to swallow pride and ask, then almost instantly figure it out
for anyone one else, you have to set import style to fetch Unpacked geometry from dop network
for anyone one else, you have to set import style to fetch Unpacked geometry from dop network
Houdini Indie and Apprentice » mdd doesn't match geometry
- chris wells
- 57 posts
- Offline
So I have been reading all over, trying to figure this out and am stumped, I have a simple scene, geometry that I broke up with voroni then did a sim on it, so I'm trying to save out mdd's and the object as an obj, but the point count does match the obj that is saved out.
so I save out an obj, right after the voroni fracture, and that looks right when I bring it back into houdini, but when I apply the mdd, the geometry goes garbage, and other apps say, the point number doesn't match.
and the mdd file is much smaller than I would expect, so I saved out an obj from the dopimport1, “the same place I'm using to save the mdd” and that obj is tiny and just points, but the points aren't the vertices of the geometry it seems they are almost like transform points for each peice.
which makes sense why they don't match up, but how does one convert it from transform parts data to point data, so that the mdd matches the obj that is exported?
Thanks
Chris
so I save out an obj, right after the voroni fracture, and that looks right when I bring it back into houdini, but when I apply the mdd, the geometry goes garbage, and other apps say, the point number doesn't match.
and the mdd file is much smaller than I would expect, so I saved out an obj from the dopimport1, “the same place I'm using to save the mdd” and that obj is tiny and just points, but the points aren't the vertices of the geometry it seems they are almost like transform points for each peice.
which makes sense why they don't match up, but how does one convert it from transform parts data to point data, so that the mdd matches the obj that is exported?
Thanks
Chris
-
- Quick Links