Hi Chris, thanks I had a go at running the genericrpc.py and I was getting the same error.
BUT
Ive had a second think about why im even using a command chain. I can set up my own server and run functions using xmlrpc in plain old "python script" top nodes which seems to be working.
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PDG/TOPs » Using command chain with existing xmlrpc server
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- Philj
- 8 posts
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PDG/TOPs » Using command chain with existing xmlrpc server
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- Philj
- 8 posts
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Hi Im trying to use houdinis command chain with an existing xmlrpc server that Im running outside of houdini. I might be misunderstanding how it all works!
Im starting with the example here -
https://docs.python.org/3/library/xmlrpc.server.html#module-xmlrpc.server [docs.python.org]
It works great! I can connect to it outside of houdini and run the example functions. all good.
I can also connect to this(external to houdini) server in tops using a python command chain using the "connect to existing server" option.
As soon as I add a "send command" top to this command chain I get the following error-
I dont understand what is happening here. This happens even if the send command is blank.
Im starting with the example here -
https://docs.python.org/3/library/xmlrpc.server.html#module-xmlrpc.server [docs.python.org]
from xmlrpc.server import SimpleXMLRPCServer from xmlrpc.server import SimpleXMLRPCRequestHandler class RequestHandler(SimpleXMLRPCRequestHandler): rpc_paths = ('/RPC2',) with SimpleXMLRPCServer(('localhost', 8000), requestHandler=RequestHandler) as server: server.register_introspection_functions() # Register pow() function; this will use the value of # pow.__name__ as the name, which is just 'pow'. server.register_function(pow) # Register a function under a different name, using # register_function as a decorator. *name* can only be given # as a keyword argument. @server.register_function(name='add') def adder_function(x, y): return x + y # Register a function under function.__name__. @server.register_function def mul(x, y): return x * y server.serve_forever()
It works great! I can connect to it outside of houdini and run the example functions. all good.
I can also connect to this(external to houdini) server in tops using a python command chain using the "connect to existing server" option.
As soon as I add a "send command" top to this command chain I get the following error-
Error running callback 'onCookTask': sharedserver info is invalid for name 'localscheduler/sharedsever0' Traceback (most recent call last): File "C:/PROGRA~1/SIDEEF~1/HOUDIN~1.287/houdini/pdg/types\utils\commandchain.py", line 205, in onCookTask raise pdg.CookError("sharedserver info is invalid for name '{}'".format(server_name)) CookError: sharedserver info is invalid for name 'localscheduler/sharedsever0'
I dont understand what is happening here. This happens even if the send command is blank.
PDG/TOPs » Making a blocking task that waits for input from a human
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- Philj
- 8 posts
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Thanks Jeff! I put the hou.ui.displayMessage inside a python script top and that gives exactly what I want.
PDG/TOPs » Making a blocking task that waits for input from a human
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- Philj
- 8 posts
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Is it possible to make a task that opens up something to ask a user “have you done X? : yes/no” and then does not complete the task until the user responds?
PDG/TOPs » ropfetch not reading rendered files correctly
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- Philj
- 8 posts
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Hi Brandon, just loaded this up this morning to get you the output expression and its working. The ropfetch just checks on disk and fills in tasks as i would expect.
I dont think this was user error
I spent ages on this the other day trying all sorts of different things!
One thing Im sure of is that when i middle clicked on the tasks previously There was no “output” or “expected output”- Its showing up now maybe it just needed a reset. Thanks anyway!
I dont think this was user error

One thing Im sure of is that when i middle clicked on the tasks previously There was no “output” or “expected output”- Its showing up now maybe it just needed a reset. Thanks anyway!
PDG/TOPs » ropfetch not reading rendered files correctly
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- Philj
- 8 posts
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Ive got a redshift render Ive set up in TOPs using a ropfetch.
Ive rendered it using the localscheduler, then closed the file and opened it back up again. When I recook its not finding the rendered files and its starting the render again.
I dont know what to do without rerendering the whole top again.
I understand if I had saved the “task graph file” before closing I could just load that up, but its too late.
1. Is there a way to manually set the state of tasks to finished?
2. is there a way to make sure the ropfetch is looking in the right place for the rendered file? Im assuming its because the ropfetch doesnt know what redshifts output directory is.. but im not sure.
Ive rendered it using the localscheduler, then closed the file and opened it back up again. When I recook its not finding the rendered files and its starting the render again.
I dont know what to do without rerendering the whole top again.
I understand if I had saved the “task graph file” before closing I could just load that up, but its too late.
1. Is there a way to manually set the state of tasks to finished?
2. is there a way to make sure the ropfetch is looking in the right place for the rendered file? Im assuming its because the ropfetch doesnt know what redshifts output directory is.. but im not sure.
Houdini for Realtime » Can we bring the standard unreal engine car rig into houdini and back again?
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- Philj
- 8 posts
- Offline
Hi Mike,
Thanks for your file your piggy vehicle looks great! Im keen to get him driving around in unreal
I havent been able to get it working yet though..
Im importing your fbx file into unreal and it looks to be structured the correct way with joints facing the right direction and weights working.
I think its more of an unreal problem though im still working it out.
Im able to import the car created with my .fbx file and drive it around.
Do you have the .hip file that you used to create that .fbx file? I think I could learn from that with regards to skinning etc
Thanks for your file your piggy vehicle looks great! Im keen to get him driving around in unreal

Im importing your fbx file into unreal and it looks to be structured the correct way with joints facing the right direction and weights working.
I think its more of an unreal problem though im still working it out.
Im able to import the car created with my .fbx file and drive it around.
Do you have the .hip file that you used to create that .fbx file? I think I could learn from that with regards to skinning etc
Houdini for Realtime » Can we bring the standard unreal engine car rig into houdini and back again?
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- Philj
- 8 posts
- Offline
Hi,
Unreal engine has a standard skeletal mesh they use for the default car rig- its set up a certain way with a set hierarchy and joints facing a certain way, Im trying to make it so i can import-modify-export this car rig through houdini using fbx.
Ive managed to import it and then export it again getting the same thing, but im having trouble changing the rig in houdini before exporting.Im not very experienced riggng in houdini.
Ive attached my hip file, this exports to unreal fine and works with their car physics component, but…
1- I dont know how to change the bind pose on the rig. I want to move the wheels forward or back in houdini to fit another car., i move the bone and capturedeform moves the wheel, but when i export the fbx the wheel goes back to its original position, it seems to be exporting the bind pose. How can i change the bind pose?
2. I want to attach new geometry to the rig but im unable to, the capture regions for the wheels dont seem to work? I probably dont even want to use capture regions- i want to do a rigid bind based on groups, im unsure how to do that. How can I bind new geometry to the rig?
If i could make it work i could make a super useful hda to get cars into unreal.
any help/suggestions would be awesome!
Unreal engine has a standard skeletal mesh they use for the default car rig- its set up a certain way with a set hierarchy and joints facing a certain way, Im trying to make it so i can import-modify-export this car rig through houdini using fbx.
Ive managed to import it and then export it again getting the same thing, but im having trouble changing the rig in houdini before exporting.Im not very experienced riggng in houdini.
Ive attached my hip file, this exports to unreal fine and works with their car physics component, but…
1- I dont know how to change the bind pose on the rig. I want to move the wheels forward or back in houdini to fit another car., i move the bone and capturedeform moves the wheel, but when i export the fbx the wheel goes back to its original position, it seems to be exporting the bind pose. How can i change the bind pose?
2. I want to attach new geometry to the rig but im unable to, the capture regions for the wheels dont seem to work? I probably dont even want to use capture regions- i want to do a rigid bind based on groups, im unsure how to do that. How can I bind new geometry to the rig?
If i could make it work i could make a super useful hda to get cars into unreal.
any help/suggestions would be awesome!
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