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Technical Discussion » RFE: locking netboxes
- ben simons
- 387 posts
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Technical Discussion » CROP COP: cannot be animated!
- ben simons
- 387 posts
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Hey,
I've got a CROP COP which has just gone yellow … Huh? Clicking on it tells me:
Surely you jest Mister Houdini? Cannot be bothered to animate perhaps? <snicker> :-)
A similar warning appears on a Window COP!
Okay. I'm putting down a Crop Cop with constant values for every single frame and then i'll wire them all into a Sequence Cop!
eg.
cd /img/img1
opadd sequence sequence_all
for i = 1 to $NFRAMES
opadd crop crop_$i
set left=`eval(0+($i-1)/23)`
set right=`eval(0.2+($i-1)/23)`
opparm crop_$i hcrop ( $left $right)
opwire crop_$i -$i sequence_all
end
echo just kidding
I've got a CROP COP which has just gone yellow … Huh? Clicking on it tells me:
Warning: Parameter ‘Horizontal Crop’ cannot be animated or time dependent.Whaaaaat???? Nooo? I can barely believe my eyes: Cannot be animated? CANNOT be animated!?!
Surely you jest Mister Houdini? Cannot be bothered to animate perhaps? <snicker> :-)
A similar warning appears on a Window COP!
Okay. I'm putting down a Crop Cop with constant values for every single frame and then i'll wire them all into a Sequence Cop!
eg.
cd /img/img1
opadd sequence sequence_all
for i = 1 to $NFRAMES
opadd crop crop_$i
set left=`eval(0+($i-1)/23)`
set right=`eval(0.2+($i-1)/23)`
opparm crop_$i hcrop ( $left $right)
opwire crop_$i -$i sequence_all
end
echo just kidding
Technical Discussion » Galaxies and nebulae using Hudini?
- ben simons
- 387 posts
- Offline
BunkaiThe Magic of Houdini was edited particularly well, wouldn't you say Jeff?
I consider ordering and purchasing a book: Magic of Houdini. Have you read that book, and would you recomend it to me, to shorten the time necessary for learning Houdini?
Technical Discussion » Galaxies and nebulae using Hudini?
- ben simons
- 387 posts
- Offline
Heya,
Heh. This topic has come up before… <cough> 10 years ago! <cough> :-)
A quick search of the mailing list reveals:
http://www.sidefx.com/index.php?option=com_mailarchive&Itemid=212&view=WEB&msgid=199602200704.SAA04165@redgate.vislab.usyd.edu.au&perpage=20&revdate=off [sidefx.com]
The Yale Bright Star Catalogue can be found via here:
http://tdc-www.harvard.edu/catalogs/bsc5.html [tdc-www.harvard.edu]
The Michael Jones' post (sgi performer) I referred to is here:
http://oss.sgi.com/projects/performer/mail/info-performer/perf-95-05/0167.html [oss.sgi.com]
It contains the 3010 brightest stars as viewed from earth, with Sol at (0,0,0)
keep in mind that stars differ in brightness… That helps significantly.. The next thing is to get a nice motion blur..
cheers,
ben.
Heh. This topic has come up before… <cough> 10 years ago! <cough> :-)
A quick search of the mailing list reveals:
http://www.sidefx.com/index.php?option=com_mailarchive&Itemid=212&view=WEB&msgid=199602200704.SAA04165@redgate.vislab.usyd.edu.au&perpage=20&revdate=off [sidefx.com]
The Yale Bright Star Catalogue can be found via here:
http://tdc-www.harvard.edu/catalogs/bsc5.html [tdc-www.harvard.edu]
The Michael Jones' post (sgi performer) I referred to is here:
http://oss.sgi.com/projects/performer/mail/info-performer/perf-95-05/0167.html [oss.sgi.com]
It contains the 3010 brightest stars as viewed from earth, with Sol at (0,0,0)
keep in mind that stars differ in brightness… That helps significantly.. The next thing is to get a nice motion blur..
cheers,
ben.
Technical Discussion » Font Support for European Characters
- ben simons
- 387 posts
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It's there already. Just get your font, and tell the FONT SOP about it… There's a button on the Font Sop: “Start Font Manager”. Check it out…
Here's a quick example. I created a new directory called $HOME/houdini/Fonts where I keep all my extra fonts. There's an environment variable: HOUDINI_OUTLINEFONT_PATH which knows where your fonts are. You can add this new dir to that var, but it's not necessary. SideFx suggests you use $HOME/houdini8.1 (etc) but I prefer to use a dir without a number (ie. “houdini”) so that I don't have to keep moving my fonts as the version numbers change.
Let's get a new font, eh? Go here:
http://www.1001freefonts.com/fonts/afonts.htm [1001freefonts.com]
I grabbed the first one in “A”. Unzipped it and put it in the dir above. Load it with the Font SOP's Font Manager (and I saved the new list of fonts into my $HOME/houdini/Fonts too…)
Then select the new font from the menu, and hey presto!
cheers,
ben.
Here's a quick example. I created a new directory called $HOME/houdini/Fonts where I keep all my extra fonts. There's an environment variable: HOUDINI_OUTLINEFONT_PATH which knows where your fonts are. You can add this new dir to that var, but it's not necessary. SideFx suggests you use $HOME/houdini8.1 (etc) but I prefer to use a dir without a number (ie. “houdini”) so that I don't have to keep moving my fonts as the version numbers change.
Let's get a new font, eh? Go here:
http://www.1001freefonts.com/fonts/afonts.htm [1001freefonts.com]
I grabbed the first one in “A”. Unzipped it and put it in the dir above. Load it with the Font SOP's Font Manager (and I saved the new list of fonts into my $HOME/houdini/Fonts too…)
Then select the new font from the menu, and hey presto!
cheers,
ben.
Technical Discussion » Modifying DOP Affectors
- ben simons
- 387 posts
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Umm. Hey Wolfwood. Since no one else has replied…
I wonder if there's a simple solution with a couple of Group DOP's and a Merge DOP. The Merge DOP can be made to create one-way affector relationships (Left Input Affects Right Input). Or do you mean no affect at all? I think in that case you have to sort them out before they come into DOP's, and bring both groups in seperately (Merge has a “no change” affector relationship, which you could use). Group the mutuals and the others in sops.
b.
PS. Have you looked at the No Collider DOP? Are you colliding?
I wonder if there's a simple solution with a couple of Group DOP's and a Merge DOP. The Merge DOP can be made to create one-way affector relationships (Left Input Affects Right Input). Or do you mean no affect at all? I think in that case you have to sort them out before they come into DOP's, and bring both groups in seperately (Merge has a “no change” affector relationship, which you could use). Group the mutuals and the others in sops.
b.
PS. Have you looked at the No Collider DOP? Are you colliding?
Technical Discussion » RFE : Invisible Parameter Folders
- ben simons
- 387 posts
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Yah. When an OTL is locked, you can't change stuff down inside it. So it's useful to have locked-expressions refer to (invisible) parameters up at the top-level, where things can change! That's trickery of sorts. Though… I think this is a weird way of doing things - i'm not sure that's what invisible parameters (IP's) were meant for originally – but they open the door to all sorts of possibilties for locked OTL's.
Oh, here's another strange use for IP's: When you've had an OTL out in use for a while and you want to change a param's type then they're useful.
Say you want to change a parameter type from an integer to a string. If you just delete the “old” integer param and add a new string param, then when people load the new OTL with an old hip file they'll get all these scarey warnings about how that integer param is missing (!!!!?!). However, if you just make it invisible, and set things up so they have to now use the string param, then the parm is no longer missing. It's just not visible (usable). It's a smoother way to transition..
Perhaps it's time for SESI to look at IP's again, now that we all have a better idea about OTL's. For starters, IP's could get their own tab in the Type Properties. Better still, I think there should be a different mechanism to handle locked-OTL variables. Right now, it's a hack at best. It's not really about being “invisible” is it?
Also, it'd be nice if all variable-type options were available for all types (re: arctor). For example: I would like to set the “join with next” option on the Label type. I have a string of toggles all joined together on a line, and i'd like to start the line with a Label. Can't do it. That option's not there for Label. Why?
Lastly, I wonder if there's a way to specify the default value for a dynamic menu. This is where you specify a script which returns token/label pairs on the fly to build an OTL menu. I think it would be cool if you could also spec the default menu item in this script. Like, in the simplest sense, a line like “default 2” in that script.
b.
Oh, here's another strange use for IP's: When you've had an OTL out in use for a while and you want to change a param's type then they're useful.
Say you want to change a parameter type from an integer to a string. If you just delete the “old” integer param and add a new string param, then when people load the new OTL with an old hip file they'll get all these scarey warnings about how that integer param is missing (!!!!?!). However, if you just make it invisible, and set things up so they have to now use the string param, then the parm is no longer missing. It's just not visible (usable). It's a smoother way to transition..
Perhaps it's time for SESI to look at IP's again, now that we all have a better idea about OTL's. For starters, IP's could get their own tab in the Type Properties. Better still, I think there should be a different mechanism to handle locked-OTL variables. Right now, it's a hack at best. It's not really about being “invisible” is it?
Also, it'd be nice if all variable-type options were available for all types (re: arctor). For example: I would like to set the “join with next” option on the Label type. I have a string of toggles all joined together on a line, and i'd like to start the line with a Label. Can't do it. That option's not there for Label. Why?
Lastly, I wonder if there's a way to specify the default value for a dynamic menu. This is where you specify a script which returns token/label pairs on the fly to build an OTL menu. I think it would be cool if you could also spec the default menu item in this script. Like, in the simplest sense, a line like “default 2” in that script.
b.
Technical Discussion » Expanding Hip Files, Contents and Compressed Contents
- ben simons
- 387 posts
- Offline
Wolfwood! Nice One! :-)
One little hiccup here: it seems on Fedora Core tcsh is in /bin not /usr/bin (Linux 2.6.17-1.2142_FC4smp)
So some ppl may need to change the first line to:
#!/bin/tcshcheers,
ben.
One little hiccup here: it seems on Fedora Core tcsh is in /bin not /usr/bin (Linux 2.6.17-1.2142_FC4smp)
So some ppl may need to change the first line to:
#!/bin/tcshcheers,
ben.
Technical Discussion » isooffset rendered as volume
- ben simons
- 387 posts
- Offline
Oh, I know.. I just thought I'd construct the i3d option - as there's a few tricks in getting it all set up right (e. to find the right volume shader types, and to put the volume shader name on the atmosphere object param, and so on). He said it was his 1st week with Houdini, and when I read “I guess I have to create a .i3d file to render but how… ” … ah nevermind..
The unbreakable toy can be used to break all the other toys!
b.
The unbreakable toy can be used to break all the other toys!
b.
Technical Discussion » isooffset rendered as volume
- ben simons
- 387 posts
- Offline
Yes, it's basically metaballs instanced at the isooffset points .. In this case, it's not really metaballs but points with a certain radius (set in the ROP). But that's arguably the same thing. If you increase the isooffset divisions you can reduce the blobbiness. The interesting thing is the size of the i3d doesn't greatly affect mantra render times. You can really pack a lot of meatballs in there!!
b.
b.
Technical Discussion » RFE : Invisible Parameter Folders
- ben simons
- 387 posts
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Yeah. Agreed. I think I posted a RFE to support about this too!
Meantime, I've been adding in an invisible param (float) called “INVISIBLE PARMS BELOW HERE”. And then I've put all the invisible param's below that one.. Though I haven't had so many to want folders (yet!): the ‘invisibles’ are mostly render-range params which i want to be able to change when the OTL is locked.
b.
Meantime, I've been adding in an invisible param (float) called “INVISIBLE PARMS BELOW HERE”. And then I've put all the invisible param's below that one.. Though I haven't had so many to want folders (yet!): the ‘invisibles’ are mostly render-range params which i want to be able to change when the OTL is locked.
b.
Technical Discussion » Camera matching
- ben simons
- 387 posts
- Offline
Have you've read the Help in the Houdini Browser about Camera Matching? I thought that was fairly good for starters.
hdox/houdini/content/commands/guide/exp_matchcam.html
Note the last comment (in the link above):
Alternately, get your camera params roughly right, and then render a unit-spaced wireframe grid with them (Grid Sop + Wireframe Sop). Don't change the grid. Render it and then comp that grid image over your camera image. Note how close you are. adjust the camera parms & render again until it lines up. A bit clunky, but there's one way which avoids the maths. :roll:
hdox/houdini/content/commands/guide/exp_matchcam.html
Note the last comment (in the link above):
fovx is not dependent on resx, resy, or aspect, but fovy is.Rangi wrote something about this a while back, which appears to be catalogued at the Barr-Price Institute's Dept of Ascii Communication: http://www.sidefx.com/index.php?option=com_mailarchive&Itemid=212&view=WEB&msgid=004c01c32620$32394990$0b01000a@dkp.com&perpage=20&revdate=off [sidefx.com]
You can verify this for yourself by attaching a unit-spaced grid to the camera at the focal length distance and the number of units in the X direction will be exactly equal to the aperture. The number of grid units in the y direction ( apy) will be dependent on resx, resy and aspect.
Alternately, get your camera params roughly right, and then render a unit-spaced wireframe grid with them (Grid Sop + Wireframe Sop). Don't change the grid. Render it and then comp that grid image over your camera image. Note how close you are. adjust the camera parms & render again until it lines up. A bit clunky, but there's one way which avoids the maths. :roll:
Technical Discussion » $HIP variable and soft linked directories
- ben simons
- 387 posts
- Offline
Hey lisux,
Don't use $HIP, Houdini will want to set this to the dir where you started houdini, and it's going to change on you all the time.
Instead, use $JOB. There's even an hscript command “job” which helps you set this variable. As a rule, you should set $JOB to some dir at the “top” of where you are going to work, and then in front of every file reference use $JOB. That will then make your hipfile portable, should you want to move things later (or render on some other machine).
If you set $JOB to the name of the symbolic link, then you can use the “soft” name and it will work as you want.
For example (in unix)
cd /tmp
mkdir realdir
ln -s realdir softFakeName
cd /tmp/softFakeName
houdini
(set job to be /tmp/softFakeName, then save your hip file and exit)
then start up houdini again load that hipfile and check out $JOB. You'll see it's set to /tmp/softFakeName and all $JOB references will work thusly. I hope that helps.
cheers,
ben.
Don't use $HIP, Houdini will want to set this to the dir where you started houdini, and it's going to change on you all the time.
Instead, use $JOB. There's even an hscript command “job” which helps you set this variable. As a rule, you should set $JOB to some dir at the “top” of where you are going to work, and then in front of every file reference use $JOB. That will then make your hipfile portable, should you want to move things later (or render on some other machine).
If you set $JOB to the name of the symbolic link, then you can use the “soft” name and it will work as you want.
For example (in unix)
cd /tmp
mkdir realdir
ln -s realdir softFakeName
cd /tmp/softFakeName
houdini
(set job to be /tmp/softFakeName, then save your hip file and exit)
then start up houdini again load that hipfile and check out $JOB. You'll see it's set to /tmp/softFakeName and all $JOB references will work thusly. I hope that helps.
cheers,
ben.
Technical Discussion » adaptive step in 3D Texture Cloud
- ben simons
- 387 posts
- Offline
Here's a couple of things to try:
In the 3D Texture Generator ROP:
In the 3D Texture Generator ROP:
- Reduce the Oversampling parameter to 1
Change the Variance parameter to 0 When the i3d file is too small (in resolution) you tend to see blockyness all over, so I don't think that's what is happening in your image. I'm guessing that Oversampling to “1” will fix it. It removed the black tiles I was seeing in my alpha's. (ahem: Thanks goes to MarkE & Andrew!!)
cheers,
ben.
Technical Discussion » isooffset rendered as volume
- ben simons
- 387 posts
- Offline
Hey lulu116,
If you'd like to see the i3d render setup, here's an example hip file (attached)
I've put down a 3D Texture Generator ROP, and set it to render “Raw Point Geometry”. It will write an i3d file to /tmp/b.i3d and then call a mantra renderer to render it. Note that you need two shops, and a fog object to get it all going. That's why I made a .hip file - there's a couple of things to do… To see the render, go to the OUTPUTS and hit “render” on the Render_ME ROP.
The image quality isn't that great, but hey maybe it's sufficient for your needs.. Else, increase the isooffset sop's “divisions” for a smoother surface.
Salut!
ben.
If you'd like to see the i3d render setup, here's an example hip file (attached)
I've put down a 3D Texture Generator ROP, and set it to render “Raw Point Geometry”. It will write an i3d file to /tmp/b.i3d and then call a mantra renderer to render it. Note that you need two shops, and a fog object to get it all going. That's why I made a .hip file - there's a couple of things to do… To see the render, go to the OUTPUTS and hit “render” on the Render_ME ROP.
The image quality isn't that great, but hey maybe it's sufficient for your needs.. Else, increase the isooffset sop's “divisions” for a smoother surface.
Salut!
ben.
Technical Discussion » vmantra instancing
- ben simons
- 387 posts
- Offline
Hey lynch_ppl,
I'm not sure I understand what you've just said, but here's some suggestions/ideas.
You can delete groups you don't want in the GROUP SOP (Select its Edit Tab, see down the bottom of the params). Just append a group sop to the sop you were exporting, name the groups you don't want, and export/reference that group sop.
You can use the ATTRIBUTE PROMOTE SOP to convert attributes between point and primative classes (keep in mind this is usually a weird and funky operation - the two classes often don't directly relate to each other, so you can't just do this blindly). Set the “original name” to “Cd” in the ATT PROMOTE SOP. Original Class is “primative” and leave the New Class as “Point”.
Then maybe use an ATTRIBUTE TRANSFER SOP to apply the attributes.
The Details View pane (type: Alt+4) is useful to see what's going on. It will display the point xor primative attributes for the currently selected sop.
I hope that helps,
ben.
I'm not sure I understand what you've just said, but here's some suggestions/ideas.
You can delete groups you don't want in the GROUP SOP (Select its Edit Tab, see down the bottom of the params). Just append a group sop to the sop you were exporting, name the groups you don't want, and export/reference that group sop.
You can use the ATTRIBUTE PROMOTE SOP to convert attributes between point and primative classes (keep in mind this is usually a weird and funky operation - the two classes often don't directly relate to each other, so you can't just do this blindly). Set the “original name” to “Cd” in the ATT PROMOTE SOP. Original Class is “primative” and leave the New Class as “Point”.
Then maybe use an ATTRIBUTE TRANSFER SOP to apply the attributes.
The Details View pane (type: Alt+4) is useful to see what's going on. It will display the point xor primative attributes for the currently selected sop.
I hope that helps,
ben.
Technical Discussion » "Insufficient Memory" error
- ben simons
- 387 posts
- Offline
nrrr… I can't believe we're going through this move to 64-bit all over again.
Hello! 1996 called and says it wants its' users back! :-)
sgi IRIX 6.2 went 64-bit in 1996. Ten years ago…
.
http://www.tliquest.net/ryan/sgi/irix_versions.html [tliquest.net]
http://en.wikipedia.org/wiki/Silicon_Graphics#RISC_era [en.wikipedia.org]
deja vu, all over again.
:-) b.
Technical Discussion » File DOP Bug?
- ben simons
- 387 posts
- Offline
Hiya,
So, the error suggests you're running out of memory. Generally speaking, once a 32-bit Houdini process hits the ~2GB per thread memory limit it doesn't play well after that. Have you tried flipbooking/rendering just one frame?
How much memory do you have? run the unix command: "free“. It shows how much free memory and swap you have. Check the values in the free column are not all zero!
I'm assuming your unix shell isn't limiting things. Run ”ulimit -a“ to check. Most ”memory“ lines should say ”unlimited“. Ubuntu might set some limits. This is unlikely, but worth checking.
The huge CPU usage suggests your machine is paging (”swapping“) hard. This happens when you run out of physical memory. Kernel eating all CPU time = swapping.
Oh, the CPU can also seem very busy if you're writing lots-and-lots of data to a slooow harddisk. If you have a coloured CPU meter (I run ”ktimemon“ in my KDE Panel. Recommended!) you tend to see yellow for swapping, and red for writing. But that's just a convention. Run ”top“ to see which.
Aside: If you've crashed a few times (esp. with the Houdini Web Browser running) chances are you might have some shared memory lingering. That will chew up your available memory. run ”ipcs“ to see it. Use ”ipcrm" to remove them. I won't explain further as ipcrm is a risky task (ie. if you remove the wrong segment!), so RTFM. It might be better to just reboot in this particular case (i hate saying this).
I found some issues writing out simData back in December, but that was fixed in 8.0.452. Maybe there's still a problem there?
Maybe try turning off stuff in the DOP Object's Simulation Tab (at the top level), like the options: “cache simulation” and maybe “automatic recook” etc. That might gain some memory.
Meantime, to get things done™, instead of using the FILE DOP at the moment, you might do better to just write out .bgeo geometry via an Object Merge Sop and Geometry ROP. Then read those .bgeos back in with a FILE SOP and render from there. Actually, I think the Geometry ROP can directly reference a DOP path, so you don't need the Object Merge SOP.
cheers, ben.
So, the error suggests you're running out of memory. Generally speaking, once a 32-bit Houdini process hits the ~2GB per thread memory limit it doesn't play well after that. Have you tried flipbooking/rendering just one frame?
How much memory do you have? run the unix command: "free“. It shows how much free memory and swap you have. Check the values in the free column are not all zero!
I'm assuming your unix shell isn't limiting things. Run ”ulimit -a“ to check. Most ”memory“ lines should say ”unlimited“. Ubuntu might set some limits. This is unlikely, but worth checking.
The huge CPU usage suggests your machine is paging (”swapping“) hard. This happens when you run out of physical memory. Kernel eating all CPU time = swapping.
Oh, the CPU can also seem very busy if you're writing lots-and-lots of data to a slooow harddisk. If you have a coloured CPU meter (I run ”ktimemon“ in my KDE Panel. Recommended!) you tend to see yellow for swapping, and red for writing. But that's just a convention. Run ”top“ to see which.
Aside: If you've crashed a few times (esp. with the Houdini Web Browser running) chances are you might have some shared memory lingering. That will chew up your available memory. run ”ipcs“ to see it. Use ”ipcrm" to remove them. I won't explain further as ipcrm is a risky task (ie. if you remove the wrong segment!), so RTFM. It might be better to just reboot in this particular case (i hate saying this).
I found some issues writing out simData back in December, but that was fixed in 8.0.452. Maybe there's still a problem there?
Maybe try turning off stuff in the DOP Object's Simulation Tab (at the top level), like the options: “cache simulation” and maybe “automatic recook” etc. That might gain some memory.
Meantime, to get things done™, instead of using the FILE DOP at the moment, you might do better to just write out .bgeo geometry via an Object Merge Sop and Geometry ROP. Then read those .bgeos back in with a FILE SOP and render from there. Actually, I think the Geometry ROP can directly reference a DOP path, so you don't need the Object Merge SOP.
cheers, ben.
Technical Discussion » New File Script
- ben simons
- 387 posts
- Offline
File->New. Shudder… I guess it's just long-time mistrust, but I always start a new Houdini session, and then delete stuff.
SESI: The help for 456.cmd does say that it is sourced upon a File->New
hdox/houdini/content/commands/guide/hscript_events.xml
Are you in the mood for a couple of crazy suggestions? :-)
You could create a hscript file which does the equivalent of File->New (blows everything away with oprm's, etc) and tie that to a hot-key Alias in 123.cmd. For example: put “alias SF10 $HOME/houdini/scripts/myFileNew.cmd” into 123.cmd. Shift+F10 is normally aliased to the Quit Houdini command. You'd probably not store this in $HOME though.
Using the “message” hscript command (and message's buttons) you could replicate the File->New pop-up. Then, add whatever else you want to do in myFileNew.cmd. The trouble is you'd have to try to change user's behaviour: to use Shift+F10 instead of File->New … j'yeah! Good luck with that.
Create an invisible node (in 123.cmd) which has a deletion script on it. . Put your special hscript commands in the deletion script. Then, when everything gets blown-away, the stuff in your deletion script is run! oooh. So Bad.. “That won't go wrong…” – Don't do this, i'm just kidding! … really.
Wait for SESI to fix File->New so that it sources 456.cmd
ben.
SESI: The help for 456.cmd does say that it is sourced upon a File->New
hdox/houdini/content/commands/guide/hscript_events.xml
path/scripts/456.cmd - Houdini runs this script after you open a saved scene or start a new scene with File > New.Ahem. Maybe it should too.
Are you in the mood for a couple of crazy suggestions? :-)
You could create a hscript file which does the equivalent of File->New (blows everything away with oprm's, etc) and tie that to a hot-key Alias in 123.cmd. For example: put “alias SF10 $HOME/houdini/scripts/myFileNew.cmd” into 123.cmd. Shift+F10 is normally aliased to the Quit Houdini command. You'd probably not store this in $HOME though.
Using the “message” hscript command (and message's buttons) you could replicate the File->New pop-up. Then, add whatever else you want to do in myFileNew.cmd. The trouble is you'd have to try to change user's behaviour: to use Shift+F10 instead of File->New … j'yeah! Good luck with that.
Create an invisible node (in 123.cmd) which has a deletion script on it. . Put your special hscript commands in the deletion script. Then, when everything gets blown-away, the stuff in your deletion script is run! oooh. So Bad.. “That won't go wrong…” – Don't do this, i'm just kidding! … really.
Wait for SESI to fix File->New so that it sources 456.cmd
ben.
Technical Discussion » How to understand the paste sop,thank you in advance!
- ben simons
- 387 posts
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RTFM. :-) eg. Click on the "?“ button in the top-right corner of the PASTE SOP's parameter pane. There is a good description of the paste sop in the help cards. Read this, and then perhaps post a more specific question. Enter the following ”hdox" URL in the Houdini Help Browser Pane:
hdox/houdini/content/helpcards/sop/paste.xml
file//hfs/mozilla/help/content/helpcards/sop/paste.xml?examples
regards,
ben.
hdox/houdini/content/helpcards/sop/paste.xml
The Paste op is a local refinement tool that doesn't increase the complexity of the base surface, yet allows detail to move freely on the base surface. A feature of the Paste op isAlso, there are several (5) PASTE SOP examples. Replace "hfs" (below) with the directory where you have Houdini installed.
file//hfs/mozilla/help/content/helpcards/sop/paste.xml?examples
regards,
ben.
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