SideFX: Houdini Engine APIhttps://www.sidefx.com/ja/forum/40/2024-03-22T01:18:24+00:00UI_EventType
2024-03-22T01:18:24+00:00edward417266I believe UI_EVENT_BUTTON are single clicks.
UI_EventType
2024-02-09T01:08:01+00:00bram_stolk412500I am surprised to find <strong>UI_EventType</strong> includes <strong>UI_EVENT_DBLCLK</strong> but there is no corresponding type for a single click?<br><br>Does this mean the burden of detecting clicks falls on the plugin by monitoring the button status and mouse positions?
Building and running a plugin from samples/DM/
2024-01-26T16:55:14+00:00bram_stolk411311UPDATE: Even though they are not listed, I see that the DM sample plugins do work.<br><br>So this is probably just a shortcoming of the <strong>dsoinfo</strong> utility.
Building and running a plugin from samples/DM/
2024-01-23T17:51:40+00:00bram_stolk410983I have built a few samples from <strong>samples/SOP/</strong> using the <strong>hcustom</strong> command.<br><br>The build target <strong>.so</strong> ends up in my <strong>$HOME/houdini20.0/dso/</strong> directory.<br><br>After launching Houdini, I open Texport and run <strong>dsoinfo</strong> command. I see the SOP plugins listed as loaded.<br><br>So far so good!<br><br>Now, if I do the same with plugins from <strong>samples/DM/</strong> then I also end up with a <strong>.so</strong> file in the right directory.<br><br>But <strong>dsoinfo</strong> will not show it as loaded.<br><br>Do DM samples require a different approach to building or running compared to the SOP examples?<br><br>Thanks.<br><br><em><br>Platform: Linux RHEL9<br><br>Houdini: 20.0.591<br></em>
Where can I find the Houdini Engine plug-in source code ?
2024-01-08T06:47:25+00:00sanjeevmansotra409736Hello, my name is Sanjeev Mansotra, facing a query - Where can I find the Houdini Engine plug-in source code on GitHub?<br>I'm new to this community and hoping to get an answer. Thanks <img src="/static/djangobb_forum/img/smilies/smile.png" />
Emmanuel Katto Uganda: How the API of Houdini Engine works?
2023-12-22T10:17:42+00:00emmanuelkatto408925Hi fellows, myself Emmanuel Katto, hailing from the vibrant country of Uganda, I'm a man with an insatiable appetite for connecting with individuals and sharing my wealth of knowledge. And I'm curious to know how the API of Houdini Engine works, can anyone help me knowing this?
How do you get log info from HARS/Where does HARS write logs
2023-12-16T21:02:28+00:00mandrake0408493I am not the expert for the HAPI.<br>what i would try is one of this functions<br><br>1. Stdout<br><a href="https://www.geeksforgeeks.org/sys-stdout-write-in-python/" rel="nofollow noopener">https://www.geeksforgeeks.org/sys-stdout-write-in-python/</a> [<a href="http://www.geeksforgeeks.org" rel="nofollow noopener">www.geeksforgeeks.org</a>]<br><br>2. Use python logging <br><a href="https://docs.python.org/3.10/howto/logging.html" rel="nofollow noopener">https://docs.python.org/3.10/howto/logging.html</a> [<a href="http://docs.python.org" rel="nofollow noopener">docs.python.org</a>]<br><br>Sometimes it is tricky to find the problem. You also can try hython but it depends on the implementation.
How do you get log info from HARS/Where does HARS write logs
2023-12-14T10:51:13+00:00tom-fw408344Hi,<br><br>I'm trying to debug an issue with running a callback on a custom HDA in a HARS session.<br><br>The button/callback works fine in a GUI session of Houdini (19.5.684) but doesn't seem to work when being "pressed" with a <code>hapi.setParmIntValue()</code>call. <br><br>The <code>hapi.setParmIntValue</code>return value is <code>True</code>which suggests that the button has been "pushed"... but that the callback is failing at some point. However because the callback only use python <code>print()</code>to report it's progress I'm trying to work out if there's a way to get that log information out of HARS and over to the DCC that's invoking the HARS session.<br><br>I will begin converting the callback logs to write to disk as a workaround... but it would be good to know what the best way of getting this information would be normally (to improve user experience etc, as they're not likely to go looking around at log files on disk to find why things don't work).<br><br>Thanks in advance for any help you can provide.<br><br>Tom F-W<br>Pipe Supe - Union VFX
Houdini Engine for Unreal Editor Fortnite
2023-11-21T18:23:24+00:00DrewWoker406669Hey! It's an intriguing idea, but as of now, there hasn't been any official word on integrating Houdini Engine into Fortnite from SideFx or Epic Games. Plans in the gaming industry can always evolve, so keeping an eye on announcements might reveal more.<br><br>By the way, ever thought about making your breaks more interesting with <a href="https://joywallet.com/article/cash-giraffe-review/" rel="nofollow noopener">Cash Giraffe</a> [<a href="http://joywallet.com" rel="nofollow noopener">joywallet.com</a>]? It's a fun way to earn some extra cash by exploring new mobile games during your downtime. A cool side hustle to consider while waiting for any exciting developments in the gaming world!
An error occurred when choose interpreter(MACOSX)
2023-09-27T09:08:34+00:00hillarybeasley8876402069My development environment is macos environment, when I use pycharm, I need to link houdini's hrpyc module, so I can only use hou's built-in interpreter, But when I choose/Applications/Houdini HoudiniVersion/Frameworks/Houdini framework Versions/Current/Resources/Python/bin/hython3.9 it python environment under a directory,it always prompt to create unsuccessful, Does somebody know how to deal with it?
On Post Bake Delegate not allowing me to bind callable to it
2023-09-12T10:36:29+00:00tov95400861Ah ok I found the fix :/ I should learn to read better :S<br><br>Exception: HoudiniPublicAPIAssetWrapper_OnHoudiniAssetPostBake: Callable has the incorrect number of arguments (expected 2, got 1)<br><br><div class="code"><pre><span></span><span class="k">def</span> <span class="nf">bind_post_bake</span><span class="p">(</span><span class="n">HDAwrapper</span><span class="p">):</span> <span class="n">HDAWrapper</span><span class="o">.</span><span class="n">on_post_bake_delegate</span><span class="o">.</span><span class="n">add_callable</span><span class="p">(</span><span class="n">post_bake</span><span class="p">)</span><span class="k">def</span> <span class="nf">post_bake</span><span class="p">(</span><span class="n">HDAWrapper</span><span class="p">,</span> <span class="n">bake_success</span><span class="p">):</span> <span class="nb">print</span><span class="p">(</span><span class="s2">"test post bake"</span><span class="p">)</span></pre></div><br>the callable should be able to accept the second argument of whether the bake is successful or not , similar to post_cook
On Post Bake Delegate not allowing me to bind callable to it
2023-09-12T10:23:23+00:00tov95400860Hi!<br><br>I'm working in Unreal 5.2, using UnrealPython in tandem with Houdini Engine for my pipeline work! <br><br>So far I'm able to successfully bind callables to other delegates of the HoudiniPublicAPIAssetWrapper to execute functions post-instantiation of the wrapper, post-cook and post-processing.<br><br><div class="code"><pre><span></span><span class="k">def</span> <span class="nf">bind_post_instantiation</span><span class="p">(</span><span class="n">HDAwrapper</span><span class="p">):</span> <span class="n">HDAWrapper</span><span class="o">.</span><span class="n">on_post_instantiation_delegate</span><span class="o">.</span><span class="n">add_callable</span><span class="p">(</span><span class="n">post_instantiation</span><span class="p">)</span><span class="k">def</span> <span class="nf">post_instantiation</span><span class="p">(</span><span class="n">HDAWrapper</span><span class="p">):</span> <span class="nb">print</span><span class="p">(</span><span class="s2">"test post instantiation"</span><span class="p">)</span></pre></div><br>But I'm currently stuck trying to do the same for the On_Post_Bake_Delegate! Not too sure what i'm doing wrong here, would like some help on this! <img src="/static/djangobb_forum/img/smilies/smile.png" /><br><br><br><div class="code"><pre><span></span><span class="k">def</span> <span class="nf">bind_post_bake</span><span class="p">(</span><span class="n">HDAwrapper</span><span class="p">):</span> <span class="n">HDAWrapper</span><span class="o">.</span><span class="n">on_post_bake_delegate</span><span class="o">.</span><span class="n">add_callable</span><span class="p">(</span><span class="n">post_bake</span><span class="p">)</span><span class="k">def</span> <span class="nf">post_bake</span><span class="p">(</span><span class="n">HDAWrapper</span><span class="p">):</span> <span class="nb">print</span><span class="p">(</span><span class="s2">"test post bake"</span><span class="p">)</span></pre></div><br>The exception that's raised on this line is:<br>Exception: HoudiniPublicAPIAssetWrapper_OnHoudiniAssetPostBake: Callable has the incorrect number of arguments (expected 2, got 1)<br><br><br>Thank you!
How to debug invalid Thrift HAPI_Session
2023-08-09T07:44:54+00:00934b088426474689b82953cca398488i have the same experience today, have you ever solved it ?
How to debug invalid Thrift HAPI_Session
2023-08-09T02:44:27+00:00934b088426474689b82953cca398475have you solved ? I came to the same problem like you
Hapi Failed when SetAttributeFloatArrayData with empty array
2023-08-03T12:02:01+00:00evianaive398147In geometry sheet it should looks like for each element if it works.<br>the api is <br>FHoudiniApi::SetAttributeFloatArrayData(<br>NodeId,<br>ParentId,<br>TCHAR_TO_ANSI(*AttribName),<br>&AttribInfo,<br>Array.GetData(),<br>Array.Num(),<br>SizeFixedArray.GetData(),<br>0,<br>SizesFixedArray.Num());<br><br>for example I have two points, and I want to create an empty float array attribute for them. I just set AttribInfo.count to 2, tuple size to 1. totalArrayElements to 0. SizeFixedArray to {0,0}. Array is Empty. Is it rigth? Or should I set SizeFixedArray empty? Or just create the attribute but do not set? Or it is not valid to create an empty array attrib?