Search the Community
Showing results for tags 'GUI'.
-
Hi, guys! Just wanted to share with you some of my experiments. huilib - is a simple Python wrapper around Houdini's native .ui language. It has been written "just for fun", so no warranty if it works for you, but I think it's pretty usable for a simple UI, in situations, when using PyQt is not an option Maybe someday we'll see something similar from SESI Feel free to use it. https://github.com/alexxbb/huilib
-
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
-
http://patreon.com/posts/32631275 http://gumroad.com/l/houdinisupercharged In this video I will go through the GUI customizations I did for Houdini 18. So let's get into it.
- 7 replies
-
- 2
-
- workflow
- performance
- (and 8 more)
-
http://patreon.com/posts/33249763 http://gumroad.com/l/houdinisupercharged In this video I will show you some of the inner workings of the context-sensitive rule-based hotkey system that I implemented and one I have been using for a while to speed up my workflow inside Houdini. It's a very light-weight and flexible system that allows an arbitrary number of actions to be assigned to any key, with extensive modifier key and state support (Ctrl, Shift, Alt, Space, LMB, MMB, RMB, selection state). It's deeply integrated into the overlay network editor workflow.
-
- 5
-
- optimization
- walkthrough
-
(and 11 more)
Tagged with:
-
I know the icons are stored here: hicon:/SVGIcons.index? and the short form to add one to a tool or shelf would be, for example, BUTTONS_add.svg. But how can I point to one of these icons from a pyside gui? Is there a fullpath I can use?
-
Hi guys, I need to make a login GUI in Houdini so that users can input their usename and password to log into our internal server to download assets for editing. The username control is easy but the password one is hard in that it needs to mask the input, e.g. with ‘*’. Is there any way to make this happen? Thanks for any inputs! I'm working on Houdini 16.5 and our plugin needs to know the login status, so it's better that the suggested way can communicate the status between C++ code. Thanks, Quan
-
Hi! We're using Linux at work and when using floating windows they aren't "attached". I have my scene/context view on one monitor and the network view on my second monitor. When I use programs like Nuke with a similar setup they still act like the same program, so if I alt tab to nuke both windows show up. When I alt tab to Houdini I have to alt tab to both the network view floating window and the general Houdini window. This becomes very frustrating when having multiple Houdini instances open as it's very easy to lose track of which floating window is attached to which Houdini instance. Any tips on this? I suppose I could create a desktop which spans over two monitors but that makes the time line and a few other things a bit hard to use. Thanks in advance.
-
Hi guys, This has boggled my mind for a while now. I have a OTL that has a tool script attached to it (Type Properties > Tool section), that evokes a PySide interface. The problem is that when I run the tool a few times, every single time a new instance of the interface is being opened, while the old one is still alive. So I'm ending up with lots of open windows of the same tool after a while which is super annoying. How can I prevent this from happening? I want to have only one single instance running at a time, basically close the old window if the tool is run again. Here's a really simple example that we could use as a test case. (Same problem if I run it as a shelf tool) from PySide import QtGui, QtCore class Window(QtGui.QWidget): """Simple Test""" def __init__(self): super(Window, self).__init__() self.setGeometry(50, 50, 500, 300) self.setWindowTitle("test") self.home() def home(self): btn = QtGui.QPushButton("Test Button") a_label = QtGui.QLabel("Test Label") qvbox = QtGui.QVBoxLayout() qvbox.addWidget(btn) qvbox.addWidget(a_label) qvbox.insertStretch(2) self.setLayout(qvbox) def run(self): self.show() main = Window() main.run() Some where I read that using the QEventLoop might help to detect running instances with hou.ui.eventLoopCallbacks(), but after trying some stuff for a few hours, I'm at my wits end. Help here would be much appreciated Thanks!!!
-
... is there some deeper story behind this? GUI_PolySoupBox(const GR_RenderInfo *info, const char *cache_name, const GEO_Primitive *prim); and then GUI_PolySoupBox::GUI_PolySoupBox(const GR_RenderInfo *info, const char *cache_name, const GEO_Primitive *prim) : GR_Primitive(info, cache_name, GA_PrimCompat::TypeMask(0)) ?Still not ticking? Lets continue GR_Primitive constructor takes (const GR_RenderInfo* info, const char* cachename, GEO_PrimTypeCompat::TypeMask primitivetype) GUI_PolySoupBox last argument is const GEO_Primitive *prim and we are setting GR_Primitive last argument as GA_PrimCompat::TypeMask(0) I don't see const GEO_Primitive *prim being used anywhere, but I could miss something, so what's the point?Maybe the point of this is to make something like return new GUI_PolySoupBox(info, cache_name, GA_PrimCompat::TypeMask(prim->getTypeId().get())); instead of return new GUI_PolySoupBox(info, cache_name, prim); ?Every GUI example in HDK docs have this. Thanks! BTW: What is this GA_PrimCompat::TypeMask? Is there some enum anywhere with values for this that I can use? BTW2: Looking at GUI_PolySoupBoxHook::createPrimitive(), there is a check for type of the GEO primitive, then we create new GUI_PolySoupBox() so it would be logical to set GA_PrimCompat::TypeMask instead of passing const GEO_Primitive.
- 3 replies
-
- GA_PrimCompat
- gr
-
(and 2 more)
Tagged with:
-
Is it possible to have a standalone window dialog that does more than just read input or multi-input using python? For instance, can I have a dialog that reads multi input, has a node selection tree, and uses the button as a function call rather than closing the window? Or have a checkbox option within the GUI?
-
Hi Guys, cmivfx.com just released my latest training, I know this would be very useful, the content is amazing, I'm very proud of what I did, hope you guys like it. Thank you https://vimeo.com/97522457 cmivfx.com/store/597-Houdini+Python+Character+Picker cmiVFX brings you a brand new and improved Houdini Python Character Picker using PySide, this series will bring to you the tools to tackle everything you need to know to take advantage of the amazing Qt Framework + Houdini Combo, by using the Qt Python binding PySide, you can do everything your artist can imagine. Every studio in the work requires to develop custom tools to serve project, which makes repetitive, complex tasks easier and more productive, also helps you extend the standard tools and having a great interface for it that can be made really quick and looks just like any other tool in Houdini thanks to the great python integration. So this is not just a simple tutorial, this is career building information. Short Description Get ready to polish your custom tool chops, here you’ll learn everything you need to know to take advantage of the amazing Qt Framework, that will interface throw the incredible and open source PySide Python bindings. You’ll learn how to work as you’re used to work in python and take full advantage without any restriction to both Houdini and the Qt Framework, there’s is no limit of what you can achieve and the most important part is, your animators are going to be so happy and they will work more, so let’s dive in and start creating amazing tools and making artist happy.
-
Hello, all. Anybody know houdini have checkbox element in library of functions. I understand that i can take pyqt, but gui for my script very simple and i need only checkbox and buttons. Thanks