One of the magic of Houdini is that you can create all the tool and node that do not exist yet, there virtually no limit if you know python.
I didn't had much time but here is a simple scene with electra and an hda that read a channel prim and turn them into a polyline for view.
I used python here cause that the quickest way I could figure out how to do it, haven't checked for vex.
if you limit yourself to what exist, you may never achieve what you really want, I do understand that not everybody can learn coding, but knowing a bit of python can turn into a limitless amount of power when using houdini.
a few thing to know about the sceneanimate :
- the animation data is saved in a stash geometry parameter ( a hidden parm named 'animation')
- similar to a stash, nothing would prevent you from getting the stash's data, editing it with a network of sop or vex, and feed back the edited data into the original's stashed parameter.
- you can also unlock the scene animate hda and change how it work internally, you can even create your own hda with your own logic that run with the scene animate state.
Apex is still in it infancy, there little documentation about it, but sidefx went far and beyong to make sure Apex is by design, easy and flexible to lets us alter how it work, we're virtually limited only by our own imagination !
I hope I didn't sound too aggressive with this post, I was a bit in a hurry, I would be happy to answer any of your question or help you making a better primitive preview tool when I get a bit more time.
extra note :
the primitive is a 'hou.channelPrim' :
https://www.sidefx.com/docs/houdini/hom/hou/ChannelPrim.html [
www.sidefx.com]
there some information about how to display them in the Animation editor