![]() As anyone trying to use 2018.4 or 2019.0 would have noticed. In fact ourattribute structure seems to be more complex than anything that autodesk tests internally, and as a result Maya breaks fron time to time. ![]() Outputs are not dynamic, but we have multis of complex compound attributes, as we attempt to encompass all the possible output geometries. An asset’s inputs have their own non-dynamic Input multi attribute, but if you've exported an Object reference to hda’s parms, it comes in with the rest of the parm attributes. All the parm attributes are added as compound children of the houdiniAssetParm attribute. We add dynamic attributes for the parameters - given that an asset can have arbitrary parms with an arbitrary organization into folders, there wasn’t really any other option. There’s also the asymmetry of the attributes on the asset node itself. preserveScale is on both, but the asset node has a preserveMeshLockedNormals option for output while the input geometry has an unlockNormals option to not send normal to houdini in the first place) This can be confusing.Ĭontrols that affect both the input and the output have to be duplicated on all the nodes, or split into input and output versions. ![]() The user sees a list of upstream node names and a button, but the actual input attributes are nodeId’s with upstream connections. The interface for connecting inputs is embedded in the attribute editor. This means that:Ĭontrols that affect how geometry is input live on the inputGeometry nodes, and are not obvious to the user Share a single input among multiple assetsīut the main interface that the user sees is the asset node in the Attribute Editor. This allows us to:Ĭonnect multiple maya shapes to an assets input Input geometry is translated and transferred to Engine by individual input nodes, output Maya data for all the maya output geometry is computed by the asset node. The other thing to note is the asymmetry of the node architecture. Set methods get attributes and set parameter values. Get methods get parameter values and set attributes. Input classes and methods are for input into houdini, and Output for output from houdini. This naming convention is followed throughout the code. The Output attributes are being output from Houdini into Maya. So houdiniInputParameters are being input from Maya into Houdini. The thing to note (this time), is that the plugin naming is houdini-centric.
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