vex string channel: how to use as an attribute?
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olivierth
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Feb. 5, 2019 10:58 p.m.
Hi!
I would like to make a wrangle with the option for the user to specify what attribute he/she wants to control. I started this way:
string myattribute = chs ("attribute" );
How do I later use that string as an attribute?
??
So far, I've had to use the channel
chs(“attribute”) directly every time I want to bring up that attribute. Can't I use
myattribute ?
Thanks.
-Olivier
Edited by olivierth - Feb. 5, 2019 22:58:48
tamte
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Feb. 6, 2019 12:34 a.m.
Just use Binding Tab to define which attribute name binds to which vex @ variable name
Tomas Slancik CG Supervisor Framestore, NY
olivierth
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Feb. 6, 2019 9:43 a.m.
Thanks for the reply. I'm having a hard time grasping how to use bindings. I've googled a lot and checked the help file but I can't find examples on it. -Olivier
Edited by olivierth - Feb. 6, 2019 09:51:45
Attachments:
vex_binding.jpg (121.8 KB)
Sept. 3, 2020 11:16 a.m.
Following up on this, an example on how to use this would be appreciated
animatrix_
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Sept. 3, 2020 1 p.m.
Hi,
You can use them like this:
It's useful for HDAs where you want to allow creating groups and/or attributes with custom names in VEX.
plabill23
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Sept. 4, 2020 4:16 p.m.
Hey, new to houdini and learning. Does Houdini offers assets/objects, not sure what to call them but ie Modo has additional meshes to add to your design ie panels, screws, fuel engine, etc. Where can I find this in HOudini if it exists? or do you have to create your own panels, engines etc. I see your design model contains all kinds of cool little designs/panels etc. Super cool.
Edited by plabill23 - Sept. 4, 2020 16:18:37
animatrix_
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Sept. 4, 2020 11:04 p.m.
Hi, it's a free lowpoly model from Turbosquid. All the details you see is in the textures.