coccosoids c
coccarolla
About Me
Connect
LOCATION
is,
Not Specified
ウェブサイト
Houdini Engine
Availability
Not Specified
Recent Forum Posts
HDA parameters disappear 2025年6月13日2:46
Jonathan de Blok
I guess you might have added parms through the 'edit interface' button. For HDAs you need to uses 'edit type' and then go to the interface tab.
The difference is that the first method only adds parms to that specific instance of a node, the second method actually makes it part of the HDA asset.
Thanks!
I'm pretty sure I'm adding them via type properties though. One strange thing I am noticing is that sometimes when I close and reopen the file the definition appears as embedded. The frustrating part is I can't find a logic to it... if I do apparently random things with the hda or the file and warnings I sometimes get the parameters back and can continue to work... I would really like to for it to make more sense!

HDA parameters disappear 2025年6月12日7:23
I'm trying to create an HDA, just leaerning for personal use, and it is now at version 1.4, with a dev prefix.
The problem I am having is that the parameters are all gone when I reopen the file.
Sometimes it works to switch the path from 1.4 to embedded and back to 1.4 and that sometimes re-populates the parameters but this is very inconsistent and really not what I would want.
I always do a save node type when I edit the parameters.
PS: I also have a lot of errors when starting Houdini because of this hda, and the only thing special I'm doing with it as far as I can tell is loading a handle from a python module.
The problem I am having is that the parameters are all gone when I reopen the file.
Sometimes it works to switch the path from 1.4 to embedded and back to 1.4 and that sometimes re-populates the parameters but this is very inconsistent and really not what I would want.
I always do a save node type when I edit the parameters.
PS: I also have a lot of errors when starting Houdini because of this hda, and the only thing special I'm doing with it as far as I can tell is loading a handle from a python module.
3D Connextion space mouse with Houdini 2025年6月4日5:00
a5af
You can think of the SpaceMouse not like a mouse, not like a game controller, but exactly like 1970's-era NASA docking controller on a space shuttle.
The control is:
Nonlinear,
Sensitive,
Counterintuitive, at first.
But real astronauts train to dock a module — where a wrong nudge means catastrophic failure.
The trick is not to fight it, but to reprogram your instincts.
You will start anticipating unnatural movement, strange drift, the backward lag, and the disorganized momentum — until your brain adapts, until the movement becomes second nature.
It must become second nature — because when you're controlling a spaceship (or a 3D object in Houdini), hesitation or overcorrection is not an option.
Master the drift. Master the tilt. Or crash and burn.
I thought I'd contribute my work to this effort.
Attempts So Far — 3Dconnexion SpaceMouse → Houdini Integration (with Tilt Correction)
1. Basic SpaceMouse → Houdini Setup
Installed 3Dconnexion drivers.
Confirmed SpaceMouse works outside Houdini (in viewer mode, etc.).
Houdini does recognize 3D input, but by default it’s camera-only — not tied to scene objects.
2. Custom Python Panel / Script Approach
Wrote custom hou.session or panel Python to hook into SpaceMouse input.
Problem: spacenavigator module dependency failed — not native to Houdini's shipped Python.
Tried pip installs inside Houdini — Python incompatibility (spacenavigator not available or crashes Houdini Python).
3. HID (Human Interface Device) Layer Attempt
Tried low-level raw HID access.
Success reading input outside Houdini, but no bridge between raw input and Houdini’s viewport transformations.
Writing a full input device driver → too much overhead unless embedding into the viewport.
4. 3Dconnexion SDK Direct Integration
Tried using 3Dconnexion SDK.
Problem: SDK is C++, not Houdini Python-friendly.
Need custom C++ plugin compiled against Houdini API — basically writing a custom OP, impractical for now.
5. Matrix Math Tilt Correction
Attempted to apply tilt correction:
Read rotation matrices.
Tried to extract "up" vector and re-orient.
Problem: Houdini's Matrix3 class missing methods like getRow3, extractRow (non-existent).
Correct tilt math needs more low-level matrix operations not exposed in Houdini's Python API.
6. Use of Default Houdini "Lock Horizon"
Tested Lock Horizon mode inside Houdini viewport.
Outcome: Partially corrects tilt, but not reliable in extreme rotations.
7. Fallback to 3Dconnexion System Settings
Modified global SpaceMouse settings (e.g., lock axes, lower sensitivity).
Better control overall — but still no native scene manipulation inside Houdini objects.
Next Possible Moves
Option 1: Custom C++ Houdini Plugin
Write C++ plugin using Houdini HDK.
Map SpaceMouse input directly to object transforms (NOT viewport camera).
Cost: Huge. Need to build and maintain.
Option 2: Use Intermediary Software
Use something like TouchDesigner, Blender, or custom app that reads SpaceMouse and sends data to Houdini via:
OSC (Open Sound Control) messages.
TCP/IP or websockets.
Houdini reads live input stream and transforms objects accordingly.
Option 3: Python PyWin32 Hook (Windows Only)
Poll for SpaceMouse via PyWin32 raw input stream.
Map to Houdini objects manually.
Option 4: Surrender to the Camera, Not Objects
Fully embrace controlling only the camera.
Build rigs or scripts to align view-based interaction to object placement after motion.
My god, sir! Did you write this with ChatGPT?!
