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Houdini Lounge » Houdini on Mac
- peteski
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Hey just wondering if there has been any progress on this one? It seems like it occurs on every macOS system I’ve tried and it really makes modelling borderline impossible.
Houdini Lounge » Houdini on Mac
- peteski
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Yeah that’s great. I’m gonna jump on bootcamp tomorrow. Should be okay for the time being.
Houdini Lounge » Houdini on Mac
- peteski
- 517 posts
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Hi,
Hey just wondering. are there any ENV variables that might help with this? Something that makes OpenGL run at at really basic level?
Also I noticed there was another Big Sur beta out, would it be worth trying that?
I tried parallels , no luck. Not sure I can bring myself to do bootcamp.
Hey just wondering. are there any ENV variables that might help with this? Something that makes OpenGL run at at really basic level?
Also I noticed there was another Big Sur beta out, would it be worth trying that?
I tried parallels , no luck. Not sure I can bring myself to do bootcamp.
Houdini Lounge » Houdini on Mac
- peteski
- 517 posts
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Pretty sure I'm having the same issue. It'll crash during a modelling operation and then I open it back up and do the same thing and it's fine. I sent off a bunch of crash reports.
I currently don't have any other option but to power through, so it's really nice to hear there might be some solution on the horizon.
Let us know if you find any workarounds.
I currently don't have any other option but to power through, so it's really nice to hear there might be some solution on the horizon.
Let us know if you find any workarounds.
PDG/TOPs » Open another application with tops
- peteski
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PDG/TOPs » Open another application with tops
- peteski
- 517 posts
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Hi there,
I have a tops network that exports a bunch of FBX files to my Unity project. It's a huge time saver
Just wondering if it would be possible to set it to open or set focus on unity once all tasks were complete?
It's largely just me being lazy but also if I zip over to unity mid way through the export, sometime it can break them.
Any ideas?
Thanks,
Pete
I have a tops network that exports a bunch of FBX files to my Unity project. It's a huge time saver
Just wondering if it would be possible to set it to open or set focus on unity once all tasks were complete?
It's largely just me being lazy but also if I zip over to unity mid way through the export, sometime it can break them.
Any ideas?
Thanks,
Pete
Houdini Indie and Apprentice » Add new node under the current selection through python.
- peteski
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Wow, that’s amazing!
It’s lot trickier than I thought it would be.
My code will actually unwire random things if used with a merge underneath so it’s kinda bad.
Thank you so much for that!
It’s lot trickier than I thought it would be.
My code will actually unwire random things if used with a merge underneath so it’s kinda bad.
Thank you so much for that!
Houdini Indie and Apprentice » Add new node under the current selection through python.
- peteski
- 517 posts
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Hi there,
Is there an easy way to do this through python? I just want to create a new node and attach it under the current.
I have a script that creates the node fine but it seems like a huge pain to wire that new node up. Especially in situations like this.
Everything I'm doing seems really tacky, just kinda hoping I was missing an easy option.
Thanks,
Pete
Is there an easy way to do this through python? I just want to create a new node and attach it under the current.
I have a script that creates the node fine but it seems like a huge pain to wire that new node up. Especially in situations like this.
Everything I'm doing seems really tacky, just kinda hoping I was missing an easy option.
selectedNode = hou.selectedNodes()[0] parentNode = selectedNode.parent() newNode = parentNode.createNode("SomeNode") newNode.setInput(0,selectedNode,0) newNode.moveToGoodPosition() #This part breaks things :( if len(selectedNode.outputs()) > 0: outNode = selectedNode.outputs()[0] outNode.setInput(0,newNode,0) newNode.setSelected(1,True,False) newNode.setDisplayFlag(True)
Thanks,
Pete
Edited by peteski - 2020年11月24日 18:09:26
Houdini Indie and Apprentice » Crashes when using in screen handles. OSX
- peteski
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Houdini Indie and Apprentice » Crashes when using in screen handles. OSX
- peteski
- 517 posts
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Okay great, I’ll do that.
It’s strange though, I can animate all day without a problem. There’s a lot of viewport manipulation there. For some reason though, the poly modelling viewport stuff tends to break things.
It’s strange though, I can animate all day without a problem. There’s a lot of viewport manipulation there. For some reason though, the poly modelling viewport stuff tends to break things.
Houdini Indie and Apprentice » Crashes when using in screen handles. OSX
- peteski
- 517 posts
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Thanks Edward. I have sent scenes to support but not crash logs. Just wondering how do I get them? I’ll send them through for sure whatever helps.
Houdini Indie and Apprentice » Crashes when using in screen handles. OSX
- peteski
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Hi all,
Houdini crashes for me really often when using on screen handles. If I open a scene add a box and edit the bevel it will immediately crash. This also happens with a lot of the other SOP nodes. Poly extrude is a bad one, even snap will crash half the time. Then I open it back up and it’ll work. I’m just finding that I’m having to restart continuously throughout modelling session and it’s really slowing me down
Just wondering if anyone else gets this? I’m on Big Sur now but it was just as bad in the Catalina.
Thanks!
Pete
Houdini crashes for me really often when using on screen handles. If I open a scene add a box and edit the bevel it will immediately crash. This also happens with a lot of the other SOP nodes. Poly extrude is a bad one, even snap will crash half the time. Then I open it back up and it’ll work. I’m just finding that I’m having to restart continuously throughout modelling session and it’s really slowing me down
Just wondering if anyone else gets this? I’m on Big Sur now but it was just as bad in the Catalina.
Thanks!
Pete
Houdini Lounge » full screen mode in OSX Lion
- peteski
- 517 posts
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animatrix_Hey, that's awesome! Thankyou! I'll give it a try
Did you try this Python code?
Houdini Lounge » full screen mode in OSX Lion
- peteski
- 517 posts
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Yeah this would be really nice, I found some details on it and it doesn't seem too tricky -
https://developer.apple.com/library/archive/documentation/General/Conceptual/MOSXAppProgrammingGuide/FullScreenApp/FullScreenApp.html [developer.apple.com]
Also I'm pretty sure QT supports it too.https://doc.qt.io/qt-5/qwindow.html#showFullScreen [doc.qt.io]
https://developer.apple.com/library/archive/documentation/General/Conceptual/MOSXAppProgrammingGuide/FullScreenApp/FullScreenApp.html [developer.apple.com]
Also I'm pretty sure QT supports it too.https://doc.qt.io/qt-5/qwindow.html#showFullScreen [doc.qt.io]
Edited by peteski - 2020年11月16日 16:28:09
Houdini Indie and Apprentice » Object merge not updating automatically.
- peteski
- 517 posts
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Hmm not too sure but the error message seems to say the indent is incorrect. Could you paste the code here? It might just be one of those things where python expects a certain amount of spaces before each line.
Houdini Lounge » Isn't it time for some Houdini 18.5 action soon?
- peteski
- 517 posts
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tamteMidphasein my book XSI had the best transform handles
So basically, I can be inches from my model, Gnomon is way off screen, and just hit G and X for instance, and then move my object on the X axis with my mouse. Once you've used it, it's difficult to go back to anything else.
it could optionally always keep gizmo in the screen, and had lot of options to customize the behavior
also it had very easy access to changing various spaces, COG and temp snapping/aligning to anything
In my opinion the most advanced and user friendly feature rich handles I've ever used, it's hard to describe however as it's the whole fluidity and ease of use that came with it, as one can argue that Houdini has some spaces and some snapping/aligning options, the experience is far different, much more tedious and limited in Houdini unortunately
There was a really cool option that allowed you to assign a preferred transform and transform space to any object. So when selected it would switch. I found that really useful for character animation.
I currently have a really good rig in Houdini though and I’ve set up a lot of systems that I’d struggle with in other software. It’s great to hear the character side of things may get some more love though
Edited by peteski - 2020年9月25日 18:08:29
SI Users » Editing multiple parameters at once...
- peteski
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Houdini Indie and Apprentice » Control Animation Layers through script.
- peteski
- 517 posts
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Hi all,
Is there a way to access the Animation Layers through scripting?
https://www.sidefx.com/docs/houdini/character/animlayer.html [www.sidefx.com]
I can't seem to find anything
Thanks!
Pete
Is there a way to access the Animation Layers through scripting?
https://www.sidefx.com/docs/houdini/character/animlayer.html [www.sidefx.com]
I can't seem to find anything
Thanks!
Pete
SI Users » Editing multiple parameters at once...
- peteski
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Yeah that's the whole point of it. I did notice however that it was behaving a little unpredictably with Nulls.
I think it has to do with the parameters of the control nodes referencing the top level parameters of the null node. If I delete the reference it seems to multi edit fine.
But yeah, this has definitely saved me whenever I have to multi edit a bunch of nodes. Travelling into them one by one drives you nuts! Here's a little test, if I select this bunch of nodes and run it, then choose ‘Control’.
You can see in the parameter pane there are a bunch of nodes selected.
Oh, I realised I should have cleared the selection, I added a line to the script in the last post.
See how ya go!
I think it has to do with the parameters of the control nodes referencing the top level parameters of the null node. If I delete the reference it seems to multi edit fine.
But yeah, this has definitely saved me whenever I have to multi edit a bunch of nodes. Travelling into them one by one drives you nuts! Here's a little test, if I select this bunch of nodes and run it, then choose ‘Control’.
You can see in the parameter pane there are a bunch of nodes selected.
Oh, I realised I should have cleared the selection, I added a line to the script in the last post.
See how ya go!
Edited by peteski - 2020年7月4日 01:08:44
SI Users » Editing multiple parameters at once...
- peteski
- 517 posts
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Okay here's how do it!
Right click in an empty part of a shelf and choose ‘New Tool’
Then go to the script section and paste the script in (it's at the bottom of this post).
Press ‘Accept’ on that and you should have a new toolbar button!
Now, select a bunch of nodes and press that button and you should get a dropdown of all the nodes within your selection
Choose one type and in the shared parameters should appear in your ‘Parameters’ Pane, ready for multi editing fun times
Right click in an empty part of a shelf and choose ‘New Tool’
Then go to the script section and paste the script in (it's at the bottom of this post).
Press ‘Accept’ on that and you should have a new toolbar button!
Now, select a bunch of nodes and press that button and you should get a dropdown of all the nodes within your selection
Choose one type and in the shared parameters should appear in your ‘Parameters’ Pane, ready for multi editing fun times
#Get all nodes under the current selection ChildSOPs = [] for node in hou.selectedNodes(): for child in node.allSubChildren(): ChildSOPs.append(child) #Make a list of unique types seen = set() UniqueSOPs = [] UniqueSOPsSorted = [] for SOP in ChildSOPs: if SOP.type().name() not in seen: UniqueSOPs.append(str(SOP.type().name())) seen.add(SOP.type().name()) #Added this to allow Object Level nodes to be selected SelectedNodes = [] for node in hou.selectedNodes(): SelectedNodes.append(node) if node.type().name() not in seen: UniqueSOPs.append(str(node.type().name())) seen.add(node.type().name()) #Clear the selection hou.node('/obj').setSelected(False, clear_all_selected=True) #Choose the node type you want to edit UniqueSOPsSorted = sorted(UniqueSOPs,key=str.lower) input = hou.ui.selectFromList(UniqueSOPsSorted, message="Select Node Type!") if (len(input) == 0): print "Cancelled" else: #Multi Select the nodes! for SOP in ChildSOPs: if (UniqueSOPsSorted[input[0]] == SOP.type().name()): SOP.setSelected(True,False) for OBJ in SelectedNodes: if (UniqueSOPsSorted[input[0]] == OBJ.type().name()): OBJ.setSelected(True,False)
Edited by peteski - 2020年7月4日 00:58:51
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