Jump to content


  • Content count

  • Donations

    0.00 CAD 
  • Joined

  • Last visited

Community Reputation

0 Neutral

About keithlegg

  • Rank
  • Birthday 05/13/1978
  1. Maya to Houdini - python plugin for Maya

    DOH! Actually I didn't but after a little looking around, I dont have it becuase I am running Houdini 9.0.7, it looks like FBX is only for 9.1 and up. Oh Well, My goal was to learn Maya API and I had fun doing it... One advantage my plugin has is that it would work with older versions of Houdini , but yeah I see your point. Keith
  2. Hello everyone, I am a self taught artist/programmer who specializes in Maya but am into learning Houdini because I believe the two apps can compliment each other very nicely. I am looking for feedback on a tool I am building in Python Maya API that converts Maya polygons , cameras, and animation to Houdini. If anybody is interested I have posted it to my website at http://www.perihelionvfx.com/Maya_To_Houdini.html It is very beta and not ready to use for any real work , but I believe it shows promise. I plan on continuing to work on it until it can export polygons and cameras that match exactly so Houdini renders can be overlayed onto maya renders. I believe that it should be possible and it seems to be pretty close already. It works by exporting a .geo for polygon objects and a .chan for animated transforms. Instead of using a .hip file, I have it output an hscript that loads all the data back into Houdini. It works with Linux and Windows. Any feedback would be helpful, or if anybody seems to think its useful let me know. Keith Legg
  3. newbie chkey question

    I am a total beginner with houdini but it seems to me that it follows the paradigm of the old analog synths and patch cords. a "channel" is a flow of data (usually animation or audio from chops?) that hooks to a "parameter" or plug, to change it over time. They are related but not the same thing exactly. The "scoping" is the ability to organize your data and hide the extraneous parameters . In application M , the equivilant thing to autoscope would be "setAttr -e -keyable true " . Again I dont know much about this stuff but I think I get it now. Keith
  4. newbie chkey question

    Thanks Edward! This gives me something to go on... I will hold the questions for now. Many more I am sure. Keith
  5. newbie chkey question

    Thank you Steven!!! Now it works. It seems odd to me to add a transform channel when it already has one there. anyway I got it to work. I fancy myself quite the melscripter in maya and its like starting all over again in houdini. One other dumb newbie question and I promise my next one will be a smart question. What the heck is a "chautoscope"?? This is the only command that I dont understand now and there is no help for this. Thanks so much! Keith
  6. newbie chkey question

    Hello all, I am very much a beginner with houdini and I am trying to get a simple scripting problem to work. I wish my first post here wasnt such a simple question but here goes anyway. My question is this. I am trying to write a houdini .cmd script and I want to know the command to insert an expression into a channel. The equivilant of dragging one channel to another and getting the ch("../box1/sizex") , etc only with a script command instead of actually dragging it. From my research my instinct tells me that I should use the chkey function but it does not work in a straitforward manner. suppose i want to link the scalex of box2 to box1. would I not type chkey -f 1 -v 1 -F `ch("../box1/sizeX")` box2/sx why does this not work? what am I missing here? I am hoping for that reassuring green color to tell me the channel is hooked up and nothing I have tried so far will do that. I looked at a lot of other scripts that do it this way and it seems like it should work. Any help would be appreciated. all the other commands in houdini seem to make sense but that damn chkey doesnt act the way I would expect. Also houdini doesnt always return any error message so I dont know where to turn for help. Thanks Keith