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kiryha

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About kiryha

  • Rank
    Initiate
  • Birthday 05/06/1977

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  • Website URL
    http://kiryha.blogspot.com/search/label/3D

Personal Information

  • Name
    Kiryha Krysko
  • Location
    Detroit
  • Interests
    Houdini, Photography, Cookery

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970 profile views
  1. Load ASCII PTX data into Houdini

    I have never deal with PTX, but I think Python is a way to go. If there are point coordinates in this file and you need to create the same points in Houdini, you can read them with Python, then create points (either with Python or with VEX). Should not be that hard to create a script which does this, more tricky would be to update point cloud in Houdini if PTX file was changed.
  2. help with Custom shelf tool

    Create a Grid from the shelf, dive inside, select Grid SOP, run from Python Source Editor: import hou sel = hou.selectedNodes()[0] parent = sel.parent() fuse_snap = parent.createNode('fuse', 'snap') fuse_snap.moveToGoodPosition() snap = fuse_snap.parm('switcher1') snap.set(2) fuse_consolidate = parent.createNode('fuse', 'consolidate') fuse_consolidate.moveToGoodPosition() fuse_snap.setInput(0, sel) fuse_consolidate.setInput(0, sel)
  3. help with Custom shelf tool

    This is the best opportunity to start doing coding when you have a small particular task! Very different from following abstract programming tutorials. Try to begin with creating of node — one Fuse SOP, then it would be easy to create 2, set their parameters and connections. Then you will wrap it in the shelf tool. This code will create a Geometry node in scene root and then create a Fuse SOP inside Geometry node: import hou OBJ = hou.node('/obj/') geometry = OBJ.createNode('geo') fuse = geometry.createNode('fuse')
  4. help with Custom shelf tool

    If you will finally decide to do it by yourself, this Python tool creation tutorial may help you
  5. Houdini 18 Wishlist

    Nobody ever wanted to see line numbers in Python Source Editor?
  6. pycharm and hou

    import sys sys.path.append('C:/Program Files/Side Effects Software/Houdini 16.5.536/houdini/python2.7libs/') import hou This does not work for me: File "C:\Program Files\Side Effects Software\Houdini 16.5.536\houdini\python2.7libs\hou.py", line 19, in <module> import _hou ImportError: DLL load failed: The specified module could not be found.
  7. PySide to PySyde2 UI

    Somebody on tech artist forum told that PySide2 is supported by Python 3 only when I was not able to install it on my computer (but I notice that according to a docs it's not the case). I am still not able to do it.
  8. Catch CTR+click in shelf tool

    How can I determinate if a user has pressed a CTR key clicking on custom shelf tool? I found this topic in this topic in the documentation but confused how to apply this. I need to run a different function if a user pressed CTR with a click on the shelf tool.
  9. FX Artist position at Blizzard - Fulltime

    Yeh, I know that for the artist it would be much more easy to switch than to learn from the beginning. My concern was particularly about how HRs (and other employees involved in hiring) treat such artists, do they consider them as a potential candidate or not.
  10. FX Artist position at Blizzard - Fulltime

    Hi, John! I am wondering if you will consider an experienced artist from the VFX industry as a possible candidate? This question about switching careers from VFX to game dev rises frequently and I am interesting how hard it would be to get a mid or senior position. From what I know about recruiting in the US the first thing HR looks for is a fit. No fit — no chances, and luck of game dev experience is an obstacle here even if you have 20++ experience in VFX. Just want to get some thoughts from the employer point of view.
  11. PySide to PySyde2 UI

    I found a working solution (using a designer, which is fine for me right now): import hou import os from PySide2 import QtCore, QtUiTools, QtWidgets class CreateScene(QtWidgets.QWidget): def __init__(self): super(CreateScene,self).__init__() ui_file = "pathTo/createScene.ui" self.ui = QtUiTools.QUiLoader().load(ui_file, parentWidget=self) self.setParent(hou.ui.mainQtWindow(), QtCore.Qt.Window) def run(): CS = CreateScene() CS.show()
  12. PySide to PySyde2 UI

    I don`t need a cross-compatibility between PySide and PySide2. Just building tools which will work in Houdini 16.5 and later, trying to keep things simple as possible for reliability. If I understand correctly, PySide2 requires Python 3.5, but it is Python27 in 16.5, so how it works then? I guess it worth to explain why I had an initial question at least now. I have some experience building UI with PySide for Maya and Nuke and I was thinking it would be the same process to build a UI for Houdini but it is not.
  13. PySide to PySyde2 UI

    Thanks, Henry, that works, but then I get a new error in my UI file: self.verticalLayout = QtGui.QVBoxLayout(CreateScene) AttributeError: 'module' object has no attribute 'QVBoxLayout' The PySyde2 import in UI file done like: from PySide2 import QtCore, QtGui I used QT designer shipped with PySide to build UI. It will be a problem if I will run those UIs with PySide2, right? I just can't pip install PySide2 to my PC, getting an error (Could not find a version that satisfies the requirement PySide2 (from versions: ) No matching distribution found for PySide2) How should I import PySide modules in a better way?
  14. PySide to PySyde2 UI

    Hello! I have my UI window done in QT Designer (with PySide) and I launch this window with a code in PyCharm successfully: from PySide.QtGui import * from UI import createScene_Main class CreateScene(QWidget, createScene_Main.Ui_CreateScene): def __init__(self): super(CreateScene, self).__init__() # SETUP UI self.setupUi(self) app = QApplication([]) CS = CreateScene() CS.show() app.exec_() When I try to import this code in Houdini (changing PySide to PySide2 in this code and in UI file as well) I get an error: NameError: name 'QWidget' is not defined. How can I fix it?
  15. import hou fbx = hou.hipFile.importFBX('C:/string/path/to/file.fbx') # Set FBX scale fbx[0].parm('scale').set(0.01) # Get and print FBX nodes listNodesFBX = fbx[0].children() for node in listNodesFBX: print node And more Python in Houdini examples.
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