Hey maybe check out this toolbar script I posed here. You could use it to select any ‘control’ node (or any other node) and edit them at once
I think it might help.
https://www.sidefx.com/forum/topic/31283/?page=2#post-311707 [www.sidefx.com]
I use it all the time.
P.
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SI Users » Editing multiple parameters at once...
- peteski
- 517 posts
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Houdini Indie and Apprentice » Option to disable 59.94 FPS export in Houdini 18.0499
- peteski
- 517 posts
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Hi all,
Just wondering is there a way to disable the new Support for 59.94 FPS exporting in Houdini 18.0499?
It's causing some issues with my character animation exports to Unity.
Thanks!
Pete
Just wondering is there a way to disable the new Support for 59.94 FPS exporting in Houdini 18.0499?
It's causing some issues with my character animation exports to Unity.
Thanks!
Pete
SI Users » Possible to edit multiple objects at same time?
- peteski
- 517 posts
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SI Users » Possible to edit multiple objects at same time?
- peteski
- 517 posts
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You can actually edit multiple sop nodes at once but it's something that is particularly easy. No idea why because it's really handy.
Here's my toolbar for that in case anyone is interested -
Here's my toolbar for that in case anyone is interested -
#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()) #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2日 03:00:50
Houdini Engine for Unity » Unity Engine and new Unity prefabs
- peteski
- 517 posts
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Hey thanks Seelan,
Ahh, it's a shame to hear that it could be a bit of a headache
I ran into the issue when I started using HDA's to generate UI elements for the game, some of them were embedded in prefabs and bad things started to happen. I might have to look into using the bake options in those cases which is fine but not quite as nice as just having them right there in the scene.
I reckon you should keep prefabs on your radar though as they are a big improvement in Unity and I'm sure they'll only be used more and more.
P.
Ahh, it's a shame to hear that it could be a bit of a headache
I ran into the issue when I started using HDA's to generate UI elements for the game, some of them were embedded in prefabs and bad things started to happen. I might have to look into using the bake options in those cases which is fine but not quite as nice as just having them right there in the scene.
I reckon you should keep prefabs on your radar though as they are a big improvement in Unity and I'm sure they'll only be used more and more.
P.
Houdini Engine for Unity » Unity Engine and new Unity prefabs
- peteski
- 517 posts
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Hi there,
Just wondering if there are any plans to get Houdini engine working with the new prefab system in Unity?
Thanks,
Pete
Just wondering if there are any plans to get Houdini engine working with the new prefab system in Unity?
Thanks,
Pete
Houdini Indie and Apprentice » Object merge not updating automatically.
- peteski
- 517 posts
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Hey thanks for the detailed response!
Yeah I can get why that would be a bit of an issue, it's a bit frustrating though when you are going through things trying to figure out why it's not working as expected
I mostly export to Unity though so I have added this to my export script,
Yeah I can get why that would be a bit of an issue, it's a bit frustrating though when you are going through things trying to figure out why it's not working as expected
I mostly export to Unity though so I have added this to my export script,
for node in hou.node("/").allSubChildren(): if (node.type().name() == 'object_merge'): node.cook(force=True)
SI Users » Possible to edit multiple objects at same time?
- peteski
- 517 posts
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PDG/TOPs » Trouble getting started with ffmpeg (OSX)
- peteski
- 517 posts
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Okay, got it working. It was installed, I just hadn't realised it had to be set in the node
PDG/TOPs » Trouble getting started with ffmpeg (OSX)
- peteski
- 517 posts
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PDG/TOPs » Trouble getting started with ffmpeg (OSX)
- peteski
- 517 posts
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Hi all,
Just trying to get into Tops but it's saying ffmpeg might not be installed
I've tried installing it via brew and it thinks it's installed…
ERROR: could not find executable ffmpeg
Are you sure you have ffmpeg installed?
Is it a specific version or something?
Can anyone point me in the right direction?
Thanks!
Pete
Just trying to get into Tops but it's saying ffmpeg might not be installed
I've tried installing it via brew and it thinks it's installed…
ERROR: could not find executable ffmpeg
Are you sure you have ffmpeg installed?
Is it a specific version or something?
Can anyone point me in the right direction?
Thanks!
Pete
Edited by peteski - 2019年12月18日 06:30:47
Houdini Engine for Unity » Instances loose their components
- peteski
- 517 posts
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Hi All,
Just getting back into engine and I seem to be having a bit of trouble with this. When I instance a bunch of prefabs along a path, they seem to loose their components.
This is what the components look like on the prefab -
And this is after they have been instanced along the path by Houdini
Any idea why this might be happening?
Thanks!
Pete
Just getting back into engine and I seem to be having a bit of trouble with this. When I instance a bunch of prefabs along a path, they seem to loose their components.
This is what the components look like on the prefab -
And this is after they have been instanced along the path by Houdini
Any idea why this might be happening?
Thanks!
Pete
Technical Discussion » H18 on Mojave UI issues?
- peteski
- 517 posts
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Hey not too sure if this will help but try adding the environment variable - HOUDINI_EXTERNAL_HELP_BROWSER
In your .env file. I’ve found it to be way faster than the inbuilt one.
https://www.sidefx.com/docs/houdini/ref/env.html [www.sidefx.com]
In your .env file. I’ve found it to be way faster than the inbuilt one.
https://www.sidefx.com/docs/houdini/ref/env.html [www.sidefx.com]
Houdini Lounge » Will we be able to select&edit multiple points in Curve node in Houdini 18?
- peteski
- 517 posts
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The curve tool is just the worst It’s a really commonly used node too so it’s strange that it’s been left in such a bad state.
Technical Discussion » Is there a way to set keys on channel groups through python?
- peteski
- 517 posts
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Hi all!
Just wondering, Is there a way to set keys on channel groups through python? I'd like to be able to set, remove and copy keys based on the group name. There doesn't seem to be much info on channel groups in the scripting docs (unless I'm missing something). can someone point me in the right direction?
Thanks,
Pete
Just wondering, Is there a way to set keys on channel groups through python? I'd like to be able to set, remove and copy keys based on the group name. There doesn't seem to be much info on channel groups in the scripting docs (unless I'm missing something). can someone point me in the right direction?
Thanks,
Pete
Houdini Indie and Apprentice » Trouble setting an external editor.
- peteski
- 517 posts
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No, sorry
I might give it another try with VScode or something, I'd really love to have that option. Some of my scripts get pretty big and these code editors are just great to work with compared to the standard option.
I might give it another try with VScode or something, I'd really love to have that option. Some of my scripts get pretty big and these code editors are just great to work with compared to the standard option.
Houdini Lounge » the little things about houdini
- peteski
- 517 posts
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Curve node is a daily pain for me. Not being able to move more than one point is a real killer.
Houdini Indie and Apprentice » Accept incoming network connections Message
- peteski
- 517 posts
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Hi all,
Just wondering if anyone knows how to stop this pop up? It's really annoying and I've set it in the firewall
Thanks,
Pete
Just wondering if anyone knows how to stop this pop up? It's really annoying and I've set it in the firewall
Thanks,
Pete
Edited by peteski - 2019年9月9日 19:28:33
Technical Discussion » Multi select in the curve SOP for 2018... please?
- peteski
- 517 posts
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C'mon SideFX!
Even if it's a long way off, I'd love to know if this is on their radar.
Just give us some hope that future generations will be able to manipulate curves without a massive amount of planning
Even if it's a long way off, I'd love to know if this is on their radar.
Just give us some hope that future generations will be able to manipulate curves without a massive amount of planning
Technical Discussion » Why is copytopoint doing this? how to fix?
- peteski
- 517 posts
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Looks like that link was local.
https://www.sidefx.com/docs/houdini/copy/instanceattrs [www.sidefx.com]
I wish sidefx would make a good node for easily setting up and manipulating copy orientations.
https://www.sidefx.com/docs/houdini/copy/instanceattrs [www.sidefx.com]
I wish sidefx would make a good node for easily setting up and manipulating copy orientations.
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