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— | appwiki:houdini [2022/12/01 17:55] (current) – [Intro to Houdini] ying | ||
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+ | ====== Shortcut ====== | ||
+ | ^ viewport ^^ | ||
+ | | W | toggle wireframe display | | ||
+ | |||
+ | |||
+ | ====== Intro to Houdini ====== | ||
+ | |||
+ | * Houdini, a procedure oriented 2D,3D graphic application, | ||
+ | |||
+ | |||
+ | **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_OTLSCAN_PATH = " | ||
+ | HOUDINI_TOOLBAR_PATH=" | ||
+ | </ | ||
+ | * icon path < | ||
+ | icon format: svg or PNG_20x20_pixel | ||
+ | custom icon should be in: HOUDINI_UI_ICON_PATH | ||
+ | * $HOME/ | ||
+ | * $HOME/ | ||
+ | |||
+ | 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: | ||
+ | </ | ||
+ | * 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 project env variables | ||
+ | |||
+ | ^ $HFS/ | ||
+ | ^ $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: <code python> | ||
+ | ====== Tutorial ====== | ||
+ | |||
+ | * Rohan Dalvi on Vimeo: http:// | ||
+ | * Go Procedure on Vimeo: http:// | ||
+ | * PQ Houdini Tutorial on Vimeo: http:// | ||
+ | * Flexible Muscle-Based Locomotion: http:// | ||
+ | |||
+ | ====== Houdini GUI Tool Develop ====== | ||
+ | |||
+ | * PySide/PyQt Custom GUI sample: | ||
+ | * http:// | ||
+ | * HOM: Houdini Object Model API reference for data access in Houdini | ||
+ | * http:// | ||
+ | |||
+ | ===== Concept of Node under root hou ===== | ||
+ | |||
+ | * Houdini is same node concept as Nuke when access objects in application, | ||
+ | * 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:// | ||
+ | * Make Your Own Houdini HDAs: https:// | ||
+ | * HDA naming convention, (asset' | ||
+ | * operator name: [namespace:: | ||
+ | * operator name with sub category: [namespace:: | ||
+ | * operate label: Node Name (as shown in menu) | ||
+ | * HDA appearance in menu category: | ||
+ | * HDA asset' | ||
+ | * 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 |