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Node shifting makes me mad!
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- LuSkar
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I always try to keep my node network clear and snapped to the network grid, but every time when I create new node through a viewport it shifts all my nodes and makes a mess. As I suppose this occurs because the moveToGoodPosition() python function is launched. I can endure it no longer
Is there any way to solve it? The option "Make Room for New Nodes" doesn't help
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Edited by LuSkar - Oct. 9, 2023 10:35:09
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- Mike_A
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- SWest
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- jsmack
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- SWest
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If you add your nodes from the Network Editor they don't move. However, when you add a node from the Scene View they move. It is a bug.
Edit: Well, I think it is intentional so not really a bug. However I do agree that it can be annoying. Sometime I’ve been wondering if my nodes are moving and now I know.
Edit: Well, I think it is intentional so not really a bug. However I do agree that it can be annoying. Sometime I’ve been wondering if my nodes are moving and now I know.
Edited by SWest - Oct. 10, 2023 02:26:20
Interested in character concepts, modeling, rigging, and animation. Related tool dev with Py and VEX.
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- LuSkar
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- jerry7
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You can disable MoveToGoodPosition():
If you want to restore:
import hou def foo(obj,relative_to_inputs=True, move_inputs=True, move_outputs=True, move_unconnected=True): return hou.session.__bak_moveToGoodPosition = hou.Node.moveToGoodPosition hou.Node.moveToGoodPosition = foo
If you want to restore:
import hou hou.Node.moveToGoodPosition = hou.session.__bak_moveToGoodPosition
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- LuSkar
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jerry7
You can disable MoveToGoodPosition():import hou def foo(obj,relative_to_inputs=True, move_inputs=True, move_outputs=True, move_unconnected=True): return hou.session.__bak_moveToGoodPosition = hou.Node.moveToGoodPosition hou.Node.moveToGoodPosition = foo
If you want to restore:import hou hou.Node.moveToGoodPosition = hou.session.__bak_moveToGoodPosition
Thanks a lot! It works properly!
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- Jonathan de Blok
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