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About Dejo1974

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  1. How do you turn off "Auto Key" with python inside hda?
  2. Well I have found these pages http://www.warshaw.co.uk/links/pythonh.html It gets me a little bit closer i.e. this syntax is as close as it can be parameter = hou.node('/path/to/node').parm('name of parm').eval() now the question is where vector3 fits in? Is it like this? parameter=vector3(hou.node ('/path/to/node').parm('name of parm').eval())? Instead of 'name of the parm' should be 'RX, RY, RZ' and I think I have also saw some .WorldSpace property/attribute somewhere on the Internet but I don't remember where... Unfortunately I cannot test it because my old apprentice license for houdini 13 has long time expired... and my sh...y graphic card cannot push the 16.5... ahhh well thanks for replying anyway...
  3. Hello Maya user here, I'm trying to recreate triple chain ik/fk switch/match with appropriate script for matching rotations, after some digging trough documentation I did found hou.vector3 but I cannot understand how to apply it, in Maya's MEL you would do something like this: vector $NameOfTheVariable =`xform -query -rotation “NameOfTheObjectInScene”` __^____________^______________^______^_______^________________^_____________ __|____________ | ______________|______ | _______ | ______________ |_______________________________ Variable—–Name———-Command–Flag—-Flag—Name of the object in scene i.e. Joint—– type What is the equivalent syntax for this in Python in Houdini? I need rotations as vectors (in world space) so I could perform math operations on them and get/set their values… is there an equivalent of the xform command in Houdini?
  4. Getting a node output value...

    No one? Nothing? Bump? Bump?
  5. Getting a node output value...

    Now, the next question arises, how to evaluate multiple tracks at once? "For" loop inside node's tracks? Is that even possible?
  6. Getting a node output value...

    GOT IT!!! As it usually happens... after days of pulling my hair... it turns out that I should first assign the object node from the chopnet i.e. hou.node('/obj/KIN_Chops/object1') TO the hou.chopnode i.e. hou.chopnode = hou.node('/obj/KIN_Chops/object1') THEN call the hou.track class with the name of the track as the tuple (double quotes) i.e. hou.chopnode.track("dist") and the last step was to call .eval() i.e. hou.chopnode.track("dist").eval() and it spits out the distance... with this many doors open... next question is should this be setted to evaluate per frame (will it slow down the rig) or per time range basis? And the people say there is no hiearchy in programming...
  7. Getting a node output value...

    Sorry guys... maybe I'm too stupid to crack this...but this doesn't work... sorry for a late reply also, and rising this topic out of the dead... I'm getting something like "this node has no track attribute" error...
  8. Can somebody willing, able, and kind enough make a tutorial of dismantling and explainning cartoon character autorig in Houdini? Or perhaps build the same one from scratch? Lack of rigging tutorials is painfull.
  9. Getting a node output value...

    Thanks a lot! So you must navigate it to a channel's track and order evaluation? The bottom line of what I'm trying to get is let's say A=54. 99476...
  10. Getting a node output value...

    Well I'm a total begginer in Python and Houdin, how do I get output distance value from hou.node('/obj/KIN_Chops/Measure_Distance_L_Hand'), and assign it to a variable let's say "A" ? I can see it when I MMB hower over the node it reads 54. 99476. I dragged&dropped the node to the python shell but I can't see it in the .attribute listing... or am I doing this completely wrong?