![]() Additionally the attribute I was needing to create and access from the detail level was a string and detail() wasn't working - I found it needed to be details() in order to return the string attribute. Calling this method is the same as selecting Save Operator Type on the node’s menu. A quick video tutorial to show my peers how to install the houdini engine for Maya. Citing : updateFromNode(self, node) Update and save the definition to match the contents of a given unlocked instance of the asset. Once I did that, it displayed correctly when I selected ”Match Current Definition". I realized it was matching a previously saved definition and I needed to ”Save Operator Type“ to have it save the current, now corrected, contents of the HDA. Scale and color came through and were easily applied in Arnold. That worked! I ended up using your recommended method and now the asset holds up when “Match Current Definition” is selected! A few additional learns in case other people find this and are working through the same issue: Once I was correctly referencing the detail attribute instead of setting the node value directly in Python, I was still getting an incorrect result when selecting “Match Current Definition. 494 Views, 1 Reply 02-02-2021 06:25 AM Recaching Houdini Engine particles in Maya and getting PP attributes to carry over Using Houdini Engine for Maya I have been able to import a particle cache into Maya just fine. Possible causes include locked assets, takes, product permissions or user specified permissions Has anyone encountered this? Is there a way I need to “pack” my python SOP code into the digital asset or should I be able to have python SOPs in digital assets for Houdini Engine for Maya? Is Maya trying to use its own Python library and not Houdini's? Just so I have the proper workflow as well, is there any difference between Python SOPs and a new operator type –> Python other than one is mean to be reused easily and the other is for one off changes? Is there any advantage specifically for Houdini Engine for Maya to use one method vs the other? Additionally should I be saving my Houdini Engine for Maya digital assets somewhere outside Library/Preferences/houdini/13.0/otls in order to avoid possible permissions issues or should that not be a problem for Maya? Tech Specs: Houdini Indie 13.0.509 Maya 2015 Mac 10.8.5 Thanks! Maya throws the following error: /obj/createModule1/createModule1/ModuleDivide: Error: Python error: Traceback (most recent call last): File “”, line 40, in File “”, line 38, in moduleDivide File “/Library/Frameworks/amework/Versions/13.0.509/Resources/houdini/python2.7libs/hou.py”, line 48086, in set return _hou.Parm_set(*args) PermissionError: Failed to modify node or parameter because of a permission error. Finally come the groups.I have a digital asset which contains several Python SOPs that manipulate the geometry in various ways and am having issues getting it to load in Maya via Houdini Engine. The user can also add literally as many custom attributes as they wish and there is a huge variety of flavours that those attributes can come in. Each column after that represents a particular attribute, some of which are “special” attributes with specific functions such as P (position), Cd (colour) or N(normal), some of which are data to be used in other parts of Houdini such as simulation, rendering or caching such as v(velocity), mass(mass), shop_materialpath (mantra material) or path(alembic hierarchy path). Each horizontal entry on the spreadsheet represents a single geometry level object (a point, prim or vert), each column represents an attribute associated with that object, the first column is always the index of the object and ensures that each object has a unique identifier. So this brings us nicely onto how Houdini actually builds and manipulates geometry, the very best way to see what is really going on in your geometry is simply to open the geometry spreadsheet.
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