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Showing results for tags 'hda'.
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i am using on Update script to test a function, it was working fine until it started double printing data. i replaced everything with just a print function and still the problem remains. is there a fix for this? i tried the same in a python sop and it only evaluates once as it should
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Hi I want to create an HDA based in another HDA as started point, I want to have the same structure (node tree) and same parameters, but different HDA name of course. Thanks for your help
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how can i delete/create nodes in a locked hda from the python module? i am using a button with a callback script that runs a delete() function for n in node.children(): n.destroy(True) i get an error message that i don't have permissions because the asset is locked. Is there a way around this? callback_parm_kwargs_hda_node.hip
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Hello, I wrote a little python snippet which load a preset of an HDA when conditions are met. The only thing I haven't succeed is to get the HDA path without writing it exactly (if I copy paste the HDA the path need to change automatically or if I change the name of the HDA). My python node is inside the HDA so maybe there's an expression for something like this. Thank you ! EDIT : a very simple work around is just to use the opfullpath in vex and read the path back in Python.
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i would like to have a button to trigger a cook from my HDA. How can i go about that? Do i need a python script?
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Hey friends quick question for you. I've searched far and wide without any success - I'm trying to add the blue text under a sop, like the mantra node has: How on earth does one go about this? It's driving me up a wall over here. Thanks fellas, mavencolby
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Hi! I'm using object merge (objpath) to have a default mesh in UE4 (HE2.0) and that works fine. But I'm wondering if it's possible to read UE4 datatable or a json file to fill a list of object to use with a random. And also being able to change the mesh used by select the "index" of the mesh in the list. cheers
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i want to call a method when OTL's parameters are updated . that is easily done with the callback script . this works ... hou.node('.').hdaModule().blah() but i want the same method to be called when there is an event. in my case when the (input) connection is changed. the problem is the even doesnt recognize hou.node('.').. after a trying a few different things... kwargs seem to work. but now the method now needs to take in the kwarg arguments to work .. dummy.hdanc scene.hipnc here is a test scene & hda for reference ... can this be done cleaner / better ?
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Hi all, I have a question about exporting collision using V2 of the unreal plugin: How do I process simple collision from Unreal in an HDA? I have 2 scene objects that I import using Object Merge. I have ticked "Export Colliders" in Unreal. I want to take those colliders and do something with them like transform or delete and then replace the results. I only want to make the change to the collision, not the rendered polys. (Is this even possible?) I assume I need to get the collision group name like "collision_geo_simple_sphere" and loop over the contents but I'm not sure how to do that. Any help is greatly appreciated.
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Hi. I'm making a tool that uses alot of instancing to assemble a level in Unity. I've come up against some issues with the way Houdini engine overrides lots of properties on each instance that you may not want. You can control a few overrides via the Unity attributes but lots of other attributes will also be overridden. Instead I found it better to revert all the overrides that occur with the instancing so that each prefab can be set correctly upfront. To do this I attach a script via the Unity script attribute which looks a bit like this: private void GetInstancedOverrides() { InstancedObjs.Clear(); foreach (var childTransform in GetComponentsInChildren<Transform>()) { if (childTransform.gameObject.name.Contains("Instance")) { InstancedObjs.Add(childTransform); } } FixedInstancedOverrides(); } private void FixedInstancedOverrides() { foreach (var childTransform in InstancedObjs) { #if UNITY_EDITOR PrefabUtility.RevertPrefabInstance(childTransform.gameObject, InteractionMode.UserAction); #endif } Debug.Log("Fixup fired"); } The issue is this fires to early and breaks rebuilds or recooking of the HDA. i used editor coroutines to delay running these functions which does work but I wanted to ask if there was a good way to latch onto the event of the HDA to say the cook or rebuild had finished?
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Hello evryone, I am looking for a hython command in order to list all the Operators Type Libraries as "Current HIP File", "FallBack hda definitions" or "Scanned Asset Library Directories" ... Thanks for your attention. Best regards Mathieu
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On one stream I have points scattered with a unity_instance attribute. On the second stream i have geo - for example a cube When i load the hda into unity the instances are not working - they dont get created at all and i only see the geo. If i load the hda with the geo (cube) disconnected from the hda output in Houdini, and rebuild in Unity then the instancing works but ofcourse i dont have my geo Why is this happening?! Any tips i have missed in the documentation?
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Hi, i released my first Tool for Houdini. Asset Handler is a Python Panel for SideFX Houdini that allows easy creation and access HDAs from a Library. 00:07 HDAs General Handling 01:57 HDRI 02:30 RS-Proxies 03:30 Aixterior Assets & Scattering 09:15 Megascans Assets 11:23 Examples https://www.enoni.de/wp/asset-handler/
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I have an HDA that i am using in Unity that outputs some meshes. How can i output a curve together with the meshes as its own gameobject? even if i put the curve in its own group (points or prims) it does not appear in the Unity editor
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Hi forum, I am trying to get the File Cache working in Houdini Engine(using Maya). It works perfectly in Houdini but when tried to use it in Maya 2020 it doesn't cache anything. I also tried caching out ROP Alembic Output Node(just for test), but it makes a file but not caching properly. Also tried ROP Geometry Output but the same problem as the File Cache node. Anyone successfully made the file cache working using Houdini Engine? I really appreciate your advice if anyone knows how to accomplish this. I attached the HDA below, please look if anyone has time for this. Thank you in advance. seed_animation_exporter.hda
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Hello everyone, I've just installed that juicy FRESH houdini engine 2.0 for unreal. There is obviously a lack of information as it is so new, and I'm struggling to figure out how to edit my HDA's parameters within a blueprint - If anybody has any tutorials or information about this they could point me to, would be much appreciated!
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Hi, I'm looking for a way to fine-tune exactly what visible OBJ nodes appear in a certain camera. I'm working on a Wrap-like tool similar to what Pixar show here: In terms of having the two camera views side by side, they have two separate obj networks for the source and destination meshes. I would like to contain the process in one network. If I have a simple OBJ network like so : And two cameras pointing to it, is there a way for Camera_A to only show sphere1 in the viewport, and hide box1, despite the fact that both are marked visible? I don't believe it's an option to collect the specific obj nodes together in a Geometry node via obj merges or similar, and just point the camera to that, since the OBJ transforms need to be directly interactible from the camera. Thanks for your help
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Hello everyone, I'm new to python and perhaps learning it in combination with Houdini may not be the perfect way to go for a newbie but here I am. So I get this error when trying to execute my code from a button: Traceback (most recent call last): File "Sop/STEGG_TEST/bt_execute", line 1, in <module> File "Sop/STEGG_TEST, PythonModule", line 135, in main File "Sop/STEGG_TEST, PythonModule", line 98, in encode File "Sop/STEGG_TEST, PythonModule", line 71, in encode_enc File "Sop/STEGG_TEST, PythonModule", line 31, in modPix AttributeError: 'iterator' object has no attribute '__next__' I'm not sure what this error means. I tried running the code outside Houdini, and the only difference was that as a standalone, it's not getting the input from the input fields I have in the UI so I had to type them myself. The rest all worked fine. I'm not exactly sure how to go about this, should I upload the code I'm trying to run, as well as a version of the HDA I'm trying to make? I'm mainly interested in what this error means and why it only pops up in Houdini but not when I run externally.
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I been coding the callback event in a HDA with Python, the goal is to call every time the node is cooked(after the cook); But it seem not such event type in hou.nodeEventType and hou.hdaEventType. I was write the hou.Node.addEventCallback() in OnCreate event handler section to setup different event type callback. Is there any way to write a callback in HDA for something like "OnCook" event?
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is this normal of creating hda that you have (Mesh Instancer) + Main_Geo on the bottom? 1. Is there a way to just hide or delete the Main_Geo. 2. Is there a way to be able to changed the label of (Mesh Instancer) to your custom Label? Regards
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Hi, I am having trouble having my custom HDA group selection to behave the same way as existing nodes to work with group selections. For exemple, if I select certain edges of my object and create the node "Normal", it will automatically assign those edges to the node group, however, If I do the same with a HDA the result is not the same. I can add the "selectGroupParm" script to the group action button so I can create the group after the node creation, but I was wondering what extra steps I need to make in order to make it automatic when summoning the HDA. Thanks!!
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I look at here. I want do color parameter How to do this sir Thanks https://www.sidefx.com/forum/topic/50408/?page=1#post-227213 How to do it ???? Create Color this text vvvvvvvvvvvv vvvvvvvv vvvvvv vv v
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Can i addSection("PythonModule") sop null How i create "PythonModule" in sop null or sop geo with python georoot = "/obj" geo = hou.node(georoot).createNode("null" , "test") pm_section =geo.type().definition().addSection("PythonModule") pm_section.setContents("your_python_module_contents") But : hda worked myref : https://www.sidefx.com/forum/topic/61047/
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I follow a tutorial on Youtube how to create the digital asset but every time I start doing it this always gives me this warning that I'm really confuse why it's always there. what is that warning trying to explain. have a nice day and thank you
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