Hello everyone,
I am trying to add a blend slider to a blendshapes node using python. Anyone has a clue on how to do that?
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Technical Discussion » Programmatically adding blend slider to blendshapes node
- cval
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Houdini Learning Materials » Displaying centers of objects
- cval
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Hello everyone,
Is there a way to display the center and axes of the objects?
Ideally I would like to display those for the selected objects and optionally for all objects.
The only way that I have found so far is to activate a transform tool and making sure it's handles are aligned with the object. But this works only for one object at a time.
On Null objects, I can display the icon and axis in the “display” parm from the “misc” tab. But this does not work for bones or other objects.
The “Display particle origins” option from the viewport is also close to what I'm looking for, but I need that at the object level..
The reason why I need to display the centers is because it is really helpful to debug rigs.
Any ideas?
Is there a way to display the center and axes of the objects?
Ideally I would like to display those for the selected objects and optionally for all objects.
The only way that I have found so far is to activate a transform tool and making sure it's handles are aligned with the object. But this works only for one object at a time.
On Null objects, I can display the icon and axis in the “display” parm from the “misc” tab. But this does not work for bones or other objects.
The “Display particle origins” option from the viewport is also close to what I'm looking for, but I need that at the object level..
The reason why I need to display the centers is because it is really helpful to debug rigs.
Any ideas?
Technical Discussion » Bundles exporting with digital assets
- cval
- 161 posts
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Technical Discussion » Bundles exporting with digital assets
- cval
- 161 posts
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Hi guys,
Thank you for your answers!
@chistof: Thanks for your example. The solution I'm going to is similar to yours. I create a new digital asset with a parameter of type “operator list”. In this parameter I reference all the objects I want in my group. I then made a bunch of buttons to easily select objects in the group, add to, remove from, create a bundle from, toggle visibilities and selectabilities, etc… I will also create a python panel to manage these groups better.
@circusmonkey: I'm not sure I understand what you mean by “visibility nodes”? Is this a type of node? I've searched for them in the network editor, but did not find them…
@edward: Thanks for showing me about the “node groups”. I did not know about them. So if I understand correctly, these node groups will follow the subnetwork they are created in? That's great, I will look into that. The network level limitation, might be problematic however… I'll have to test..
Thanks again guys
Thank you for your answers!
@chistof: Thanks for your example. The solution I'm going to is similar to yours. I create a new digital asset with a parameter of type “operator list”. In this parameter I reference all the objects I want in my group. I then made a bunch of buttons to easily select objects in the group, add to, remove from, create a bundle from, toggle visibilities and selectabilities, etc… I will also create a python panel to manage these groups better.
@circusmonkey: I'm not sure I understand what you mean by “visibility nodes”? Is this a type of node? I've searched for them in the network editor, but did not find them…
@edward: Thanks for showing me about the “node groups”. I did not know about them. So if I understand correctly, these node groups will follow the subnetwork they are created in? That's great, I will look into that. The network level limitation, might be problematic however… I'll have to test..
Thanks again guys
Technical Discussion » Bundles exporting with digital assets
- cval
- 161 posts
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Is it possible to store bundles in a node and consequently export them in digital assets?
I'm looking for a way to bundle objects nodes from a rig to provide easy access to those objects to the animators. For instance : controllers, hidden objects, deformers, geometries, etc. I would like these bundles to follow my rig digital asset.
I come from softimage and looking for a similar concept to the “softimage groups”…
Bundles look promising, but they seem to be scene based… More like layers…
Any ideas?
I'm looking for a way to bundle objects nodes from a rig to provide easy access to those objects to the animators. For instance : controllers, hidden objects, deformers, geometries, etc. I would like these bundles to follow my rig digital asset.
I come from softimage and looking for a similar concept to the “softimage groups”…
Bundles look promising, but they seem to be scene based… More like layers…
Any ideas?
SI Users » How to multi select similar sub nodes from top level nodes
- cval
- 161 posts
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Thanks guys, I have read all your suggestions and I think the Parameter Spreadsheet is probably going to be my go to solution because of the possibility to use wildcards in the masking options
Thanks again for your help
Thanks again for your help
SI Users » How to multi select similar sub nodes from top level nodes
- cval
- 161 posts
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In Softimage it is easy to have a parameter page refresh with a multi-selection. For example, if I view the parameters of an operator and then select multiple objects, the parameter page will recycle to show a parameter page with parameters that if changed, will change the values of all operators of the selected objects.
Houdini has a similar behaviour. If I display the transform parameters of an object and then select other objects, then the parameter view will be shared for all selected objects. This works because the transform parameters are on the top level of the object. How can we achieve this for sub-nodes of the objects? Let's suppose all our selected objects have a subdivide node inside them, all having the same name. How can we easily select all those subdivide nodes and display a parameter view that will affect all of those?
Houdini has a similar behaviour. If I display the transform parameters of an object and then select other objects, then the parameter view will be shared for all selected objects. This works because the transform parameters are on the top level of the object. How can we achieve this for sub-nodes of the objects? Let's suppose all our selected objects have a subdivide node inside them, all having the same name. How can we easily select all those subdivide nodes and display a parameter view that will affect all of those?
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