redpaw

redpaw

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How do you like the new MMB Pane in 20.5? The UI? 2026年3月20日2:38

It looks like H21 has re-designed this window a bit from the above screenshots. I'm not particularly liking some parts of it now.
Particularly, the top data in the H21 window where it displays the "center/size/min/max" data is just too large. The font is very large and there is a TON of wasted space, also from the H19.5 days, I'm now missing the vertical orientation (also above) of the "Points/Primitives/Vertices/Polygons/...etc" data. Now its a horizontal list of "columns"

I've been digging thru a few posts about Mako files etc.. and I'm wondering if there is an actual "layout" file that could be customized for this that would allow you to reformat this data a bit to more closely match either the above layout that feels a bit more compact, or just turn off whole sections entirely. One of the above posters mentioned a "node_info_template.json" file... Does that still exist in H21? and to edit it, can it be "customized" with an override version in your home directory? or does it have to be done in the install directory?


Thanks for any info! I did also see the whole doc page about adding to the info pane with python scripts as well, which also seems very useful. I'm just starting to dig into all this new stuff. So, just trying to find an entry point to editing the info window layout if at all possible now.

HDK create new AgentShapeDeformer 2025年7月10日17:13

Ok! so fundamental question about the "packed agent" eval/draw on crowds..

What I'm ultimately after is being able to swap out the agentShapedeformer on particular shapes after the
Agent is set up.. Is this possible without unpacking the agent?

For example if I were to swap linearskinning to blendshape on a specific agent?
What node / workflow could I use to do this? Can I do this with an attribute?


I have a test agent, being scattered a few times using crowd source. everything looks good in linearskinning default.


Right now the only thing that has worked, is using an agentLayer node after, and changing the "shapeDeformer" in the
"use existing shapes/shapebinding" multiparm to set the shape deformer to "blendshape".
This seems to work as the agent returns to the t-pose origin in the viewport.

However when I try to change it to my custom "myDeformer" it continues to show the linear skinning in the viewport,
I have print statements as you can see above when "deform" and "computebounds" are called... and neither seem to get called.

They DO get called if I "agent_unpack" after the agentLayer node however. The viewport shows the mesh at the origin in T-pose as I would expect, since I'm not doing anything yet in "mydeformer". Also if unpacking, you can notice changes in skinning between linear and dualquat as well for example, but no changes before the unpack.

Is this something related to a draw override when agents are packed, that they only evaluate linear or blendshape ? I know that there's an OpenGL version of linearskinning that is used for fast viewport display, but I wasn't aware of blendshape also having an override for that as well? It seems like packedAgent = "use OpenGL shapedeformer display"? Is this whats going on?

Is there a way around this even if its slower to draw? something that allows disabling of the OpenGL override? Ideally on a per agent basis?


thanks for any information!

HDK create new AgentShapeDeformer 2025年7月8日21:19

Gah.. I was missing this :

void GUregisterAgentShapeDeformer(void*)
{....