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Cant type in houdini engine maya
Cant type in houdini engine maya












cant type in houdini engine maya

This is for you to customise the interface. Houdini shows you the Edit operator type dialog.

cant type in houdini engine maya

Also be clear about the save location, if its just for you, fine, put it in your home folder, but you probably want to put it somewhere more public if its to share with others. The default is to prefix with your username, I usually remove that.

  • R.click on the subnet, Create Digital Asset.
  • If you see it, that's an HDA, and you can dive inside to see how the sausage gets made.Īgain several ways, but here's how its most often done: The clue is to look for the padlock icon next to the node. It's also worth noting how many native Houdini nodes are HDAs. Once you realise that all an HDA is a bunch of nodes saved together on disk, it all becomes a lot easier to understand.
  • HDAs when defined will appear in your tab menu rather than expecting you to go File -> Load reference, which is neat.
  • There's workarounds and tricks, but thats the ideal scenario.
  • HDAs are supposed to be saved in a shared central location if you're in a big studio, meaning pipeline environment variables and all that.
  • When you edit HDAs, you do it per node, one at a time.
  • There's no 'maya reference editor' style thing to get a central overview of all HDAs used in the hip.
  • As well as dumping a bunch of nodes to an external location, you can also put parameters on the top of the hda to control nodes within it, which is a trick you can't do with maya references.
  • Saving and updating is kind of magical and in-place, needs a mild leap of faith to trust its working.
  • You can't just go File -> Export on a bunch of nodes, you need to use the HDA workflows to export.
  • They have a few features that make them a little more complicated than maya references: You export a chunk of a hip to an external file (eg c:/projects/library/coolthing.hda), now those nodes live somewhere else on disk, and you can bring them into your hip like a reference.
  • 4 Load $HIP/hda on hip load via hou.sessionĪ Houdini Digital Asset is like a maya reference.
  • 3 Lock states, editing and saving and reverting hdas.
  • We do all our editing in the Attribute Editor since Channel Box doesn't have near enough control to be useful. Also, how much do you care about being able to access parameters in the channel box?Not at all. What about the attribute type/widget type of the attribute that affects the state? Pretty much all of the attribute types that affect the viability of other parameters in my asset are either Checkbox or Menu types.

    Cant type in houdini engine maya update#

    When you update a Maya attribute that should cause the disable or hide state to change, do you update it directly by editing in the AE, or is it via a result of some callback, connection or expression or setting it in some other piece of UI? I'm editing the parameters directly in the Attribute Editor. As for disabling and hiding, how complex are your typical controls for hiding or disabling? is it straightforward stuff like: hide or disable when does it depend on input geo state? or does it require a cook to modify the hide/disable state? In my asset the UI elements are hidden/shown or disabled/enabled just based off of the state of other Houdini Asset parameters set within Maya. maybe it's time for some finer granularity performance options? Right now, updating hide relies on a sync, updating disable should happen when an attribute affecting the parm update. Yes, there were concerns with the performance hit from autosyncing too much, and I know Andrew optimized the updating and cooking to limit the amount of cooking on updates during editing. OK, I will take a look at autosync, and when it is and isn't updating.














    Cant type in houdini engine maya