timmwagener Posted May 5, 2014 Share Posted May 5, 2014 (edited) Hey guys, i didnt find anything in the forum so i'm gonna open up a new thread for future searchers on this topic (and not hijack my other thread about compilation issues....). Now that i managed to build my plugins, i would like to establish a convenient plugin testing workflow. What i would do in Maya is, after the build i would run a python script to: 1. Load empty scene 2. Unload the plugin and release the handle 3. Copy and overwrite the .dll (.mll) 4. Reload the plugin 5. Reraise test scene setup I can't seem to find a way to unload the plugin in Houdini (or load it in the interface). Is there a way to set it up like this, or do i need to restart Houdini every time ? PS: Is there a list somewhere that explains all the abbreviations like GU, OP etc. ? When i accidentaly read that GU means Geometry Utility, lightbulbs went on, and the HDK naming scheme immediately became a lot less obscure.... Edited May 5, 2014 by timmwagener Quote Link to comment Share on other sites More sharing options...
WesleyE Posted May 11, 2014 Share Posted May 11, 2014 I've supplied the scene in the command args to directly load the scene I want to debug with when I hit the debug button. I also disabled the splash screen because thats annoying. You could theoratically create a shell .dll that loads a new dll. But you would need to get Houdini to trigger the newSopOperator with the current OP_OperatorTable to remove and readd the new operators. Quote Link to comment Share on other sites More sharing options...
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