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Is there any way to get Houdini to load only a specific custom panel upon loading a certain hip file instead of having to go into $HOME to manually remove or add them?

Starting from Houdini 5.5, Custom Panels have to be imported by using the cuimport command in the textport.

Also, the imported Custom Panel will be saved into the hip file, which means it'll load up with the hip file.

Versions prior to 5.5 will have all Custom Panels shown in Houdini.

That's what the selector is there for. ;)

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ANother question, is there any way to make the custom panel field keyable as well as having the RMB menu all the other editors have?

They are both not possible. :(

My guess is since you can't make the Custom Panel (CP) field keyable, you want to use the RMB menu to key. Right?

Well, you can workaround it with:

/ > help chcommit

chcommit

       Usage:  chcommit [-l] [channel_pattern...]

       Commits pending key frame changes. Executing this command is

       equivalent to manually clicking the red keyframe button.

       If -l option is found the pending key frame changes are listed

       to the textport instead of being committed.

       If no channel patterns are specified all pending keyframes

       are listed/committed.

Looking at the help for chcommit, you can do this:

Create a button then in the script field, type 'chcommit'. However, to make sure you're just keying the channel you want, rather than committing all pending key frame changes, you'll want to do this instead:

chcommit the_channel_you_want_to_key

Example:

chcommit /obj/geo1/tx

Don't ya just luv Houdini? B)

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Ooh bummer... I wondered if I should make this and RFE... :|

I wanted to use the CP mainly to customize a centralized interface for my character set up. That way, it's a lot easier for a friend of mine to go in to do a pop-thru keyframing.

Oh well. Thanks Steven. I'll definitely look into chcommit as well as a way around it. :)

Cheers,

Alex

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Hey fellow Houdinites,

I just got an email from Edward of SideFX. Here is his solution for making the custom panel via optypes (scripted subnet). Although there is a bit of work involved, but it's worth it. :)

Thank you, Edward!

Cheers,

Alex

My recommendation is to use custom optypes for character rigs. Here's something you can try:

- In your hip file, create your custom type, saving it in $HOME/houdini6

- Examine the $HOME/houdini6/scripts and $HOME/houdini6/subnet directories.

 This will give you a clue as to how it is stored in your $HOME/houdini6

 file hierarchy. I think they're mostly text files so you can try opening

 the files here in a text editor.

- Now, in your custom optype, choose "Export Type..." and save it in a nice

 place so that you can re-use it again whenever you want.

- Save your hip file.

- In this step now, remove the associated files with your custom optype

 from $HOME/houdini6/scripts and $HOME/houdini6/subnet directories.

 From now on, the custom optype won't show up in the Generator tab menu

 because it can't be found anymore. Restart a fresh houdini and verify that

 this is the case.

- However, if you load your hip file, you will notice that your custom optype

 still exists in your hip file.

Hope this helps,

-Edward

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Aye. Just make it to $HOME/houdini5.5 (if you're using 5.5).

Who knows. May be Sidefx already have v6 in their back yard before the alpha testing phase in about 6 months. :lol:

Now now. That's just my pure imagination. (May be I subconcious mind is dying to have Hair and Cloth sim in Houdini??) So don't go turn this into a rumor. :lol:

cheers,

Alex

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