I'm interested in saving custom scene specific data with each scene file. In Maya I can do this by saving attributes to the renderGlobals node… in 3dsMax there is a rootNode that I can save information in. Does Houdini have a similar mechanism?
Thanks,
Andrew
Saving global data to scene
4024 6 3-
- sinagra
- Member
- 3 posts
- Joined: 12月 2015
- オフライン
-
- graham
- Member
- 1926 posts
- Joined: 11月 2006
- オフライン
-
- sinagra
- Member
- 3 posts
- Joined: 12月 2015
- オフライン
-
- Alexey Vanzhula
- Member
- 538 posts
- Joined: 12月 2006
- オフライン
-
- graham
- Member
- 1926 posts
- Joined: 11月 2006
- オフライン
-
- sinagra
- Member
- 3 posts
- Joined: 12月 2015
- オフライン
-
- ChristopherC
- Member
- 19 posts
- Joined: 12月 2013
- オフライン
Apologies for reviving this old thread but I'm after something very similar, that is being able to keep a list of hou.NetworkMovableItem references that persist across Houdini sessions.
I can imagine implementing this in 2 ways but both have their issues:
- add a user data on the root node / that lists all the items. Alas, the only unique identifier available for these items is through the hou.NetworkMovableItem.sessionId method, which does not persist across sessions.
- add some sort of user data to each node so that I can find them by scanning the scene, alas the `hou.NetworkMovableItem` class doesn't allow storing user data.
Am I missing something?
I can imagine implementing this in 2 ways but both have their issues:
- add a user data on the root node / that lists all the items. Alas, the only unique identifier available for these items is through the hou.NetworkMovableItem.sessionId method, which does not persist across sessions.
- add some sort of user data to each node so that I can find them by scanning the scene, alas the `hou.NetworkMovableItem` class doesn't allow storing user data.
Am I missing something?
-
- Quick Links



