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Found 3 results

  1. Help with Python hierarchy syntax

    Hello! Python & programming newbie here having problems with syntax and hierarchy. I want to use... not sure what the right description is but: full function calls / paths with the complete path from root (hom module) to leaf (a method inside a class which is inside the hom module) In order to better visualize the hom module structure. The default Python SOP with the 2 starting lines "node = hou.pwd()" and "geo = node.geometry()" creates some kind of typing shortcut and this hiding method might be good for seasoned programmers but for someone new like me it's confusing! Sorry about the rant! Here is the basic task I'm trying to accomplish in the Python SOP. 1: Create a vector 3 variable 2: Create a point 3: Set new position of point with the created vector 3 variable Here are the 3 terrible lines I tried to write: position = hou.Vector3((5.0, 5.0, 5.0)) newpoint = hou.pwd().geometry().createPoint() newpos = hou.pwd().point().setPosition(position) Result: Python error: Traceback (most recent call last): File "<stdin>", line 7, in <module> AttributeError: 'SopNode' object has no attribute 'point'" Q1: How do I fix the syntax here? Q2: Is there a better method of accomplishing the same thing in the Python SOP? (I'm aware VEX is better for data manipulation but this part of the process requires Python) **EDIT** Discovered the 2 problems (both in line 3). 1:Missing a self argument '0" in the point class's "setPosition" method/function. The Doc doesn't mention anything about this argument requirement. 2:The full path of the point class is inside the geometry class but the Doc help has them listed side by side "hou.point" & "hou.geometry" without hierarchy consideration. Here is the working 3 line code with full paths. Please let me know if there's any improvements or better methods position = hou.Vector3((5.0, 5.0, 5.0)) newpoint = hou.pwd().geometry().createPoint() newpos = hou.pwd().geometry().point(0).setPosition(position)
  2. Hi Guys ! I would like to know if there is a simple way to create hierarchy in Houdini and Export them into a FBX ? It seams that a subnet in OBJECT working fine of one level but if i want multiple level ? Box_1 Box_2 Box3 Box_4 ... I find this : i'm gonna study it : https://sondreutheim.com/post/houdini__hierarchical_fbx_export But maybe there is an easier way now ? Have a nice day all !
  3. Hello, I encounter major problems when exporting an alembic sequence from houdini 17 to maya 2018. I traced the problem down to the “build hierarchy from attribute” option combined with rendering frame ranges into an alembic-file. Attached is a test file, to rebuild/illustrate the problem: export an alembic file with build hierarchy from attribute “name” ON —> import in Maya causes crash or empty transform nodes, but the hierarchy would be there export an alembic file with build hierarchy from attribute “name” OFF —> import in Maya with animation works fine - except that I don’t get the correct hierarchy I’m aiming for. Is someone encountering the same behaviour and has a solution for that? Or is it only at my system/setup? I’m working with Houdini 17.0.352 and Maya 2018.5 (but it didn’t work in any maya version between 2017 and 2018.5) Any help would be appreciated. Thanks! Joko alembic_export_maya.hiplc
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