PixelsInProgress

PixelsInProgress

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Certain VEX code makes C4D HDA fail July 11, 2017, 7:08 p.m.

That was exactly what I was looking for. Thanks!

I had no idea that a declared variable HAD to be passed to the function. Houdini itself does not kick up a fuss if you just throw a 0 in there so I foolishly assumed that it would not matter for compiling/exporting an HDA.

I can confirm that both instances which you describe above work perfectly well when importing them into C4D. I had completely missed the point() function for some reason.

Finally, yes I did know about the geoself() business, I more often than not just use 0 as the input as it is shorter but as I was all officially posting in the forums, I thought I'd use what I assumed was the correct function

Thanks again,

Adam

Certain VEX code makes C4D HDA fail July 11, 2017, 6:55 a.m.

Hi everyone.

I'm having some trouble getting an HDA to open properly in C4D. The setups I'm developing use quite a bit of VEX code and I've noticed that certain functions etc seem to break assets. I've simplified this example as much as possible and I can detect the line of code which breaks everything.

The setup is as follows:

Sphere (Set to polygon mode)
|
Attribute Wrangle

That's all. At this stage, the sphere happily imports to C4D with the green HDA icon.

I can add this line of code and all is well too :
vector p = @P;

However, if I add this line (which does exactly the same thing) it no longer works:
vector p = pointattrib(geoself(),"P",@ptnum,0);

I'd love to know if anyone has any insights into why this may be the case.

Thanks,

Adam