Salvador Olmos Miralles
salvaom
About Me
INDUSTRY
Film/TV
Connect
LOCATION
Spain
WEBSITE
Houdini Skills
Availability
Not Specified
Recent Forum Posts
Drag and drop in a floating QWidget/QDialog/QMainWindow Nov. 13, 2018, 12:05 p.m.
Hello everyone!
Lately I've having some trouble implementing a floating QWidget/QDialog/QMainWindow (all yield the same result) with Drag&Drop capabilities in Houdini. I've been searching the web for some answer but I mainly find people asking (and answering) about Python Panels. I saw that there is a specific documentation page about drag and drop in Qt for Houdini [www.sidefx.com], but again, it's only for Python Panels.
I had some code that spawned a QDialog with a working drag and drop in Maya and standalone python, so in case I was missing something, I decided to take SideFX's drag and drop Python Panel example and just spawn it as a floating panel to see the result, and still won't let me drag and drop. You can find the example code here [gist.github.com]. I only added lines 8, 68 and 69 to make it float.
I'm not sure if I need to do something else, but I can't get to make this work. Any help would be appreciated.
Thanks,
Salvador.
Lately I've having some trouble implementing a floating QWidget/QDialog/QMainWindow (all yield the same result) with Drag&Drop capabilities in Houdini. I've been searching the web for some answer but I mainly find people asking (and answering) about Python Panels. I saw that there is a specific documentation page about drag and drop in Qt for Houdini [www.sidefx.com], but again, it's only for Python Panels.
I had some code that spawned a QDialog with a working drag and drop in Maya and standalone python, so in case I was missing something, I decided to take SideFX's drag and drop Python Panel example and just spawn it as a floating panel to see the result, and still won't let me drag and drop. You can find the example code here [gist.github.com]. I only added lines 8, 68 and 69 to make it float.
I'm not sure if I need to do something else, but I can't get to make this work. Any help would be appreciated.
Thanks,
Salvador.
Accessing a packed agent's bullet shapes March 28, 2018, 10:16 p.m.
Hello,
I wanted to know if it's possible to access the specific collision shapes of an agent's bullet geometry when it's made a ragdoll. A good example would be to apply a force of (0, 1, 0) each frame only to the head in DOPs.
Thanks,
Salvador.
I wanted to know if it's possible to access the specific collision shapes of an agent's bullet geometry when it's made a ragdoll. A good example would be to apply a force of (0, 1, 0) each frame only to the head in DOPs.
Thanks,
Salvador.
VEX error when including an external .vfl/.h file Oct. 31, 2016, 6:05 a.m.
Ok, this works as a charm, thank you very much. I had a look at some .h scripts all around and I noticed the #ifndef, and tried to do it, but I didn't realize it needed an #endif at the bottom.
I've got a couple more questions though, why is it needed to guard against re-definition? Probably is something obvious, but I come from Python and I've never had to deal with this. And secondly, the __a_test__ line, is it just a dummy string to ensure that this code is only executed once, or does it have to match the module name/have some meaningful text?
Thank you!
I've got a couple more questions though, why is it needed to guard against re-definition? Probably is something obvious, but I come from Python and I've never had to deal with this. And secondly, the __a_test__ line, is it just a dummy string to ensure that this code is only executed once, or does it have to match the module name/have some meaningful text?
Thank you!