====== Shortcut ====== ^ viewport ^^ | W | toggle wireframe display | ====== Intro to Houdini ====== * Houdini, a procedure oriented 2D,3D graphic application, with built-in package for a lot of simulation operation. **Concept inside Houdini** * it is all about asset, anything is a asset, (tool, shelf, node, parameter) ^ OTL || Operator Type Libraries | | | hda | houdini digital asset, file format for asset library which contain lots of assets (Channel Editor, Motion View) | | IDO || Internally Defined Operator, built node asset type in houdini | | | Chop | (#vop) channel operation, basically a attribute driving network of nodes | | | ChopNet | | | Cop2 | | | CopNet | | | Dop | | | Driver | | | Object | | | Particle | | | Pop | | | Shop | | | Sop | | | Vop | | | VopNet | ^ VEX builder operatpr | ====== Setting and Configuration ====== * env file for environment setting HOUDINI_PATH = "$HOUDINI_PATH;X:/myPath/houdini/HFS/16;&" HOUDINI_OTLSCAN_PATH = "$HOUDINI_OTLSCAN_PATH;X:/myPath/houdini/HDA_Libs/otls;&" HOUDINI_TOOLBAR_PATH="$HOUDINI_TOOLBAR_PATH;X:/myPath/houdini/ToolBar/16;&" * icon path icon format: svg or PNG_20x20_pixel custom icon should be in: HOUDINI_UI_ICON_PATH * $HOME/houdiniX.Y/config/Icons * $HOME/Library/Preferences/houdini/X.Y/config/Icons system icon is at houdini_19_app_path\houdini\config\Icons\icons.zip houdini_18_app_path\houdini\help\icons.zip * start houdini with init script (optionally in full path) houdinifx.exe X:\myPath\123.py * houdini start will run 123.py, new session will run 456.py, it will always run pythonrc.py in its search path. * houdini python path environment variable "HOUDINI_PATH" * Houdini project env variables ^ $HFS/houdini, $HH | houdini environment | ^ $HSITE | store shared houdini resource | ^ $JOB | current work job directory | ^ $HIP | readonly houdini internal scene variable, last saved path | * list all configuration of houdini in Shell: hconfig -ap ====== Tutorial ====== * Rohan Dalvi on Vimeo: http://vimeo.com/rohandalvi * Go Procedure on Vimeo: http://vimeo.com/goprocedural/channels * PQ Houdini Tutorial on Vimeo: http://vimeo.com/channels/54102 * Flexible Muscle-Based Locomotion: http://vimeo.com/channels/proceduralism/79098420 ====== Houdini GUI Tool Develop ====== * PySide/PyQt Custom GUI sample: * http://www.sidefx.com/ja/docs/houdini14.0/hom/cookbook/qt/ * HOM: Houdini Object Model API reference for data access in Houdini * http://www.sidefx.com/ja/docs/houdini14.0/hom/cookbook/ ===== Concept of Node under root hou ===== * Houdini is same node concept as Nuke when access objects in application, based on a root node "hou" to access object under it, * in Maya.cmds, you are calling Maya to return the data of the object by object string name instead of the object itself * while OpenMaya api and PyMel in Maya is more like same node concept ====== Houdini Digital Assets - HDA ====== * houdini digital asset is like a group of node functions and saved as a big single node, like Gizmo in nuke. * doc ref: https://www.sidefx.com/docs/houdini/assets/namespaces.html * Make Your Own Houdini HDAs: https://www.youtube.com/watch?v=0uCrncu6_cY * HDA naming convention, (asset's internal name) * operator name: [namespace::]node_name[::version] * operator name with sub category: [namespace::]node_category/node_name[::version] * operate label: Node Name (as shown in menu) * HDA appearance in menu category: * HDA asset's Type Properties panel > Interactive tab > Shelf Tools tab > Context tab > Tab submenu path: BigFolder/SubFolderLike * also optionally to check OBJ, SOP, DOP alike content type filter * show HDA path info in panel * Window > Asset Manager : Configuration tab > asset definition toolbar = show always