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Found 11 results

  1. Hello, I'm trying to stick a transform sop's UI handle to a point or prim without loosing control of the pivot functionality of the transform node. I've bundled this into an HDA and promoted the handle and used a point expression to get a position from the point I've got the rotation via another point expression and some VEX to unpack the matrix I use both of these expressions on the transform handles pivot translate and pivot rotate parameters This gives me the expected behavior with exception to the pivot being overwritten. Is there a way that I could 'parent' this handle or use the pre-translate/rotate for this problem? The only option I see for this right now is a custom python handle but I'm just wondering if there is anyone more creative than I who could suggest an alternative way around this problem.
  2. There is a possibility to create new handles in the Persistent Handle Editor. How can they be used? I could not find a way to show them in the viewport.
  3. I need to create a HDA with uisoparm handle which will be show/hide on hotkey, and dynamically tune different parameters in my hda. For example by pressing some hotkey it will tune param0, and after pressing same hotkey it will tune param1, etc... The problem is that I can't understand why uisoparm handle doesn't shows in viewport after its creation. Another handles like circle, xform, vector works fine. template.bindHandle("circle", "my_handle") But uisoparm handle doesn't appear in viewport , and I can't understand why here is example of my code. also I attached a hip file with hda. import hou import viewerstate.utils as su class State(object): def __init__(self, state_name, scene_viewer): self.state_name = state_name self.scene_viewer = scene_viewer self.node = None self.start_pt = None self.end_pt = None self.displayRotHandle = True self.start_handle = hou.Handle(self.scene_viewer, "rotate_start") self.end_handle = hou.Handle(self.scene_viewer, "rotate_end") self.displayCarveHandle = True self.carve0_handle = hou.Handle(self.scene_viewer, "carve_0") self.carve1_handle = hou.Handle(self.scene_viewer, "carve_1") def onEnter(self, kwargs): self.node = kwargs["node"] # rotation handles init self.start_handle.disableParms(["tx", "ty", "tz", "rx", "rz"]) self.end_handle.disableParms(["tx", "ty", "tz", "rx", "rz"]) self.start_handle.show(True) self.end_handle.show(True) self.start_handle.update() self.end_handle.update() self.displayRotHandle = True # carve handles init self.carve0_handle.show(True) self.carve1_handle.show(True) self.carve0_handle.enableParms(["input", "k","onoff"]) self.carve1_handle.enableParms(["input", "k","onoff"]) self.carve0_handle.update() self.carve1_handle.update() self.displayCarveHandle = True self.start_pt = self.node.node("start_pt").geometry() self.end_pt = self.node.node("end_pt").geometry() def onMouseEvent(self, kwargs): """ Find the position of the point to add by intersecting the construction plane. """ ui_event = kwargs["ui_event"] device = ui_event.device() origin, direction = ui_event.ray() return True def onKeyEvent(self, kwargs): ui_device = kwargs["ui_event"].device() self.key_pressed = ui_device.keyString() if self.key_pressed == "a": if self.displayRotHandle == True: self.scene_viewer.showHandle("rotate_start", 0) self.scene_viewer.showHandle("rotate_end", 0) self.scene_viewer.showHandle("carve_0", 0) self.scene_viewer.showHandle("carve_1", 0) self.displayRotHandle = False else : self.displayRotHandle = True self.scene_viewer.showHandle("rotate_start", 1) self.scene_viewer.showHandle("rotate_end", 1) self.scene_viewer.showHandle("carve_0", 1) self.scene_viewer.showHandle("carve_1", 1) return True def onHandleToState(self, kwargs): # Called when the user manipulates a handle handle_name = kwargs["handle"] parms = kwargs["parms"] prev_parms = kwargs["prev_parms"] node = kwargs["node"] if handle_name == self.start_handle.name(): # user manipulates rotation start handle node.parm("rot_start").set(parms["ry"]) if handle_name == self.end_handle.name(): # user manipulates rotation end handle node.parm("rot_end").set(parms["ry"]) if handle_name == self.carve0_handle.name(): # user manipulates carve 0 handle node.parm("carve_0").set(parms["k"]) node.parm("first_u").set(parms["onoff"]) if handle_name == self.carve1_handle.name(): # user manipulates carve 1 handle node.parm("carve_1").set(parms["k"]) node.parm("second_u").set(parms["onoff"]) def onStateToHandle(self, kwargs): # Called when the user changes parameter(s), so you can update dynamic handles if necessary handle = kwargs["handle"] handle_parms = kwargs["parms"] node = kwargs["node"] if self.start_pt != None: pos_start = self.start_pt.point(0).position() else: pos_start = [0.0, 0.0, 0.0] if self.end_pt != None: pos_end = self.end_pt.point(0).position() else: pos_end = [0.0, 0.0, 0.0] if handle == "rotate_start": handle_parms["tx"] = pos_start[0] handle_parms["ty"] = pos_start[1] handle_parms["tz"] = pos_start[2] if handle == "rotate_end": handle_parms["tx"] = pos_end[0] handle_parms["ty"] = pos_end[1] handle_parms["tz"] = pos_end[2] if handle == "carve_0" : handle_parms["k"] = 0 if handle == "carve_1" : handle_parms["k"] = 1 def createViewerStateTemplate(): """ Mandatory entry point to create and return the viewer state template to register. """ state_typename = kwargs["type"].definition().sections()["DefaultState"].contents() state_label = "Denis test dynamic handle" state_cat = hou.sopNodeTypeCategory() template = hou.ViewerStateTemplate(state_typename, state_label, state_cat) template.bindFactory(State) template.bindIcon(kwargs["type"].icon()) template.bindHandle("circle", "rotate_start") template.bindHandle("circle", "rotate_end") template.bindHandle("uisoparm", "carve_0", "ownerop('carve_0') owneropgroup('group')", cache_previous_parms=True, handle_parms=["input", "k","onoff"] ) template.bindHandle("uisoparm", "carve_1", "ownerop('carve_0') owneropgroup('group')", cache_previous_parms=True, handle_parms=["input", "k","onoff"] ) return template carve_python_states_v01.zip
  4. Hey there! i’m new to python and scripting in general. I’m looking for python script that could align transform handles just like it exists with ‘M’ hotkey in the viewport. But rather than cycling through all possible options with M shortcut i’d prefer to be able to choose desired one with script. thanks for any help! Mikhail
  5. Hi, I'm new to Houdini so this might be a basic operation. I have a camera that follows a looped path surrounding an object but the camera's handles are detached from the camera. I can't link the handles to the camera's motion, they stay still at their initial position. I've tried to link them in the Handle parameters (Handle Follows Group), the Camera Operator's Align Handle and Move Handle, and other settings but they don't move. Thanks for your help!
  6. Hello guys, Is there a way to create to dynamically create curve point custom handles ? I know I can create a simple curve in HDA and export the curve handle to the HDA, but I can't animate the curve position and edit the curve after. The curve node doesn't take account of the transform node, so it's a bit wierd to modify the points of the curve when the result is 100 meters away. Any help would be appreciated !
  7. Get position\orientation of handle

    I can set handle position and orientation with omparm hscript command. But is it possible to get position\orientation of handle?
  8. Is there a way to make the transform parameter on my subnet or HDA appear as a transform handle in the scene viewer?
  9. Hello dear community, I'd like to build a simple HDA that lets me build a street from a curve. I'd like to have it configured in a way, that I get the same controls as we get for the Curve-Shelftool. I already found a handle called "curvepointoptions" which only lets me modify existing points. However, what I am trying to do, is to start from a blank state with all the options. Can anybody tell me how to properly setup such a tool? I already dug into the documentation, but I still can't make any sense of it. All the best, Nicolas
  10. Hi. Follow the white \\ \\_ .-----( ' ). o ( ) _ - \_ => https://www.sidefx.com/index.php?option=com_forum&Itemid=172&page=viewtopic&t=38999 to read the rest. Thanks!
  11. Hi, I have a question about an otl handle. I want get the handle from it's inside polyextrude node. But I don't know how can I export it. I manually made handle and mapping to polyextrude node (from Type Property > handles) . but it appears in a wrong place. Is there any good method for this? I will upload my scene. Thank you! hairfarm.hipnc