Actually the document didn't help me much either Rafal….
There were no examples of how to make a shelf uneditable. They just state that it is possible using this tag - but where to put the tag is a mystery. I've tried inserting it all over the place and I just keep getting errors.
I'm using some shelf definitions in conjunction with shelf tool definitions. Considering the following, how would I be able to make both the shelf and the shelf tools uneditable with this tag?
Shelf:
<?xml version=“1.0” encoding=“UTF-8”?>
<shelfDocument>
<toolshelf name=“HoudiniUtils” label=“Houdini Utils”>
<memberTool name=“Hou_Noah”/>
<memberTool name=“To_Nuke”/>
<memberTool name=“CIS_Mantra”/>
<memberTool name=“Studio_Mantra”/>
<memberTool name=“CIS_OpenGL”/>
<memberTool name=“Tif_to_Rat”/>
<memberTool name=“CIS_Stereo”/>
<memberTool name=“CIS_DSM”/>
<memberTool name=“STUDIO_FR”/>
<memberTool name=“Get_Proxies”/>
</toolshelf>
</shelfDocument>
Shelf tool:
<?xml version=“1.0” encoding=“UTF-8”?>
<shelfDocument>
<!– This file contains definitions of shelves, toolbars, and tools.
It should not be hand-edited when it is being used by the application.
Note, that two definitions of the same element are not allowed in
a single file. –>
<tool name=“Tif_to_Rat” label=“Tif to Rat” icon=“../pic/convert.png”>
<script scriptType=“hscript”><![CDATA]></script>
</tool>
</shelfDocument>
Any and all help appreciated.
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Technical Discussion » NEW: Protect Your Shelves With <readOnly/>
- are2d2
- 79 posts
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Technical Discussion » NEW: Protect Your Shelves With <readOnly/>
- are2d2
- 79 posts
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I had tried inserting the tag but with no success… I was just wondering if there was any documentation or examples somewhere that I had missed (not the best with xml).
Anyways, got a hold of this document if anyone else is interested in HOW to do this.
Anyways, got a hold of this document if anyone else is interested in HOW to do this.
Technical Discussion » NEW: Protect Your Shelves With <readOnly/>
- are2d2
- 79 posts
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Technical Discussion » Voronoi Fracture Add Details To Edges
Technical Discussion » 'hidden' parms in hidden folders on HDA
- are2d2
- 79 posts
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so if you have a hidden folder and do not hide the parms on an Digital Asset the parms do not show up in the parameter interface. However, if you do a hou.pwd().parm('foo').isHidden() it returns ‘false’! What is the best way to check and see if that parm is actually displayed to the user - is there some hou.parmTemplate or hou.folderParmTemplate way.
I've been playing around with it but seems quite unintuitive - you would think that if a folder is hidden and the parms inside of it do not show up in the interface that the above command would return ‘true’.
Regardless, if there is a way to determine which parms are ‘hidden’ (ie. not showing up in the parameter interface and hou.pwd().parm('foo').isHidden() = false) that would be great at least I can work around this.
Cheers,
I've been playing around with it but seems quite unintuitive - you would think that if a folder is hidden and the parms inside of it do not show up in the interface that the above command would return ‘true’.
Regardless, if there is a way to determine which parms are ‘hidden’ (ie. not showing up in the parameter interface and hou.pwd().parm('foo').isHidden() = false) that would be great at least I can work around this.
Cheers,
Technical Discussion » h12 smoke mushroom caps
- are2d2
- 79 posts
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I'm trying to get rid of my mushroom caps on the top of smoke in H12. I'm sure there is a way somehow but I have not found it yet. Anyone have any ideas?
Technical Discussion » Extracting 'channel names' from *.chan file
- are2d2
- 79 posts
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Hey all,
I have a *.chan file exported from Maya with the ‘channel names’ as the first row entry then a blank second row entry and finally the data values start on the third row. If on the file node in chops I specify ‘use names in file’ - I don't actually get the names from the first row - I get chan0, chan1, etc…
I'm wondering if there is anyway to get these names from the first row of the *.chan file?
Cheers
I have a *.chan file exported from Maya with the ‘channel names’ as the first row entry then a blank second row entry and finally the data values start on the third row. If on the file node in chops I specify ‘use names in file’ - I don't actually get the names from the first row - I get chan0, chan1, etc…
I'm wondering if there is anyway to get these names from the first row of the *.chan file?
Cheers
Houdini Indie and Apprentice » Why shouldn't I character model?
- are2d2
- 79 posts
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My knowledge of Houdini is intermediate. What is it that you want to learn? What do you eventually want to do with Houdini? Is this for future career possibility or is this ‘I want to do something cool in the evenings’.
http://vimeo.com/user2030228 [vimeo.com]
THIS is a good place to start….
Cheers.
http://vimeo.com/user2030228 [vimeo.com]
THIS is a good place to start….
Cheers.
Houdini Indie and Apprentice » Why shouldn't I character model?
- are2d2
- 79 posts
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I don't really use it that much yet, I just started learning it. But so far I am sold and want to continue using it more. I don't really know z-brush that well, but from the people that I have spoken to that have used both I've had a lot of people recommend 3-D coat over z-brush. I just like how intuitive, simple and fast it is.
Houdini Indie and Apprentice » Q: Strange specular highlights
- are2d2
- 79 posts
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1. Have you checked your normals
2. Do you have either a duplicated point on top of another one (check point numbers in the viewport) or a duplicated vertex?
If you can attach a hip file I can take a look at it.
2. Do you have either a duplicated point on top of another one (check point numbers in the viewport) or a duplicated vertex?
If you can attach a hip file I can take a look at it.
Houdini Indie and Apprentice » Why shouldn't I character model?
- are2d2
- 79 posts
- Offline
I'm not sure what else you are doing other than organic modeling and texturing. Can you do it in Houdini - yes absolutely. Is it better than Maya et al. depends on what you are doing what you are used to and how often you are doing it. The great thing with Houdini is that you can create some pretty wicked custom tools if you are doing similar operations over and over again.
Just out of curiosity have you heard of 3d-coat? Have you compared that to z-brush and what do you think? Their voxel based sculpting/additive tools are pretty awesome/quick for modeling organic models - and can be brought back and forth from Houdini (or any package) pretty easily.
Just out of curiosity have you heard of 3d-coat? Have you compared that to z-brush and what do you think? Their voxel based sculpting/additive tools are pretty awesome/quick for modeling organic models - and can be brought back and forth from Houdini (or any package) pretty easily.
Technical Discussion » Autorig Custom Characters !!!
- are2d2
- 79 posts
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TKO
Wanted a fast way to start animating essentially, rather than setting up all the control points for custom bones as im not experienced in rigging.
Ah, I thought that you were trying to make custom autorigs or at least reusable rigs…. That is a different story. If you are just looking to animate quickly you could definitely use the autorigs. If you have your rig working as you said earlier that should do the trick…. do you have a file that you can attach? I can take a quick look at it and see what is going on.
TKO
Ps i have viewed how to setup the autorig from scratch.. problem is they all come with way too many bones, though a small piece would be available for extra fingers ears ect.
You may want to take a look again at how to setup the autorig from scratch…. when you set it up there is a way to specify how many bones are in each part (including the spine, fingers etc).
Technical Discussion » Autorig Custom Characters !!!
- are2d2
- 79 posts
- Offline
TKO
I have searched all over for a solution to this urgent problem. Im trying to link extra bones to an autorig system. How can this be done ?
Any reason why you are using the autorig and not creating rigs (or rig parts) as a digital asset? This would give you more customizable rigs that may be better suited to your needs. I personally find the autorigs a great example of how to do things but not generally suited for every situation and would prolly not use them.
If you are dead set on using the Autorigs and are experienced with Python and creating shelf tools you may want to take a look at the /houdini/python2.6libs/autorig python files, but I would not recommend it.
You could also check out the digital tutors tutorials on rigging - they will point you in the right direction on how to build all of this yourself. Then I would start making some digital assets and learn how to make changes to the digital assets.
Technical Discussion » Autorig Custom Characters !!!
- are2d2
- 79 posts
- Offline
TKO
I have searched all over for a solution to this urgent problem. Im trying to link extra bones to an autorig system. How can this be done ?
Any reason why you are using the autorig and not creating rigs (or rig parts) as a digital asset? This would give you more customizable rigs that may be better suited to your needs. I personally find the autorigs a great example of how to do things but not generally suited for every situation and would prolly not use them.
If you are dead set on using the Autorigs and are experienced with Python and creating shelf tools you may want to take a look at the /houdini/python2.6libs/autorig python files, but I would not recommend it.
You could also check out the digital tutors tutorials on rigging - they will point you in the right direction on how to build all of this yourself. Then I would start making some digital assets and learn how to make changes to the digital assets.
Houdini Lounge » How to attach cloth object to motion path?
- are2d2
- 79 posts
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Hey Dr D
Check out the ‘pintoanimation’ attribute for the cloth object in the cloth help…
Check out the ‘pintoanimation’ attribute for the cloth object in the cloth help…
Technical Discussion » wire cache and re-edit initial state
- are2d2
- 79 posts
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Hey Hexaylon,
What your trying to do is pretty common. Instead of baking out the *.sim file you should instead bake out a *.bgeo file of the geometry that you are trying to simulate (ie. do a dopimport and fetch the geometry that you want). Then use this geometry do your edit and send it into dops again.
Give it a try and let me know if you have any more questions, or want an example.
What your trying to do is pretty common. Instead of baking out the *.sim file you should instead bake out a *.bgeo file of the geometry that you are trying to simulate (ie. do a dopimport and fetch the geometry that you want). Then use this geometry do your edit and send it into dops again.
Give it a try and let me know if you have any more questions, or want an example.
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