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about how to learn houdini 2008年8月29日7:19
What you describe is a linear way of working.
You can work in a linear fashion as you describe but it is not as practical as you would imagine using Houdini.
If you would translate your actions over from Max to Houdini then the difference would be that for each operation(action) you would do in Max you would put down a Node(Operation) in Houdini.
Now, the significant difference between 3ds Max and Houdini is the fact that you can split a linear flow of nodes(Operations) into 2 flows of nodes(operations). and then combine them again.
Also you can source information from a node in the chain that comes before the last node in your chain.
I am sorry that i can not exactly tell you how to do what you want because i do not have Houdini installed at the moment.
You can work in a linear fashion as you describe but it is not as practical as you would imagine using Houdini.
If you would translate your actions over from Max to Houdini then the difference would be that for each operation(action) you would do in Max you would put down a Node(Operation) in Houdini.
Now, the significant difference between 3ds Max and Houdini is the fact that you can split a linear flow of nodes(Operations) into 2 flows of nodes(operations). and then combine them again.
Also you can source information from a node in the chain that comes before the last node in your chain.
I am sorry that i can not exactly tell you how to do what you want because i do not have Houdini installed at the moment.
Python and permissions. 2008年8月14日4:17
Wel look at help files under HOM (houdini object model).
I think the geometry class has a createPoint() function and i think there is a createFace function but i never used that.
I think the geometry class has a createPoint() function and i think there is a createFace function but i never used that.
Python and permissions. 2008年8月13日13:56
Yes you are looking at Houdini as if it is a linear modeling package, it is not.
The idea is that every time you put down a new node and connect for example node A to node B, the geometry will be copied from A to B and then that node performs a operation on that geometry and shows you the result.
so,… when you want to edit the cube you need to use a node that comes with Houdini or you need to make your own using python, vex or using the HDK(C++).
Sadly i can't tell you exactly what to do because i broken Houdini and i need to reinstall it.
But i think this is approximately what you should do:
go: File->Create New Operator Type
choose python.
Give your node(Operator) a name.
Go to the node view and press tap.
type the name of your node.
press your right mouse button.
got to the last item in the menu list.
go to the Code section.
Here you can write your own python script.
the first line is something like: geo = hou.pwd().geometry
you can then do something like:
for p in geo.points():
pos =
p.position(pos)
something like that would move your points to that position.
The idea is that every time you put down a new node and connect for example node A to node B, the geometry will be copied from A to B and then that node performs a operation on that geometry and shows you the result.
so,… when you want to edit the cube you need to use a node that comes with Houdini or you need to make your own using python, vex or using the HDK(C++).
Sadly i can't tell you exactly what to do because i broken Houdini and i need to reinstall it.
But i think this is approximately what you should do:
go: File->Create New Operator Type
choose python.
Give your node(Operator) a name.
Go to the node view and press tap.
type the name of your node.
press your right mouse button.
got to the last item in the menu list.
go to the Code section.
Here you can write your own python script.
the first line is something like: geo = hou.pwd().geometry
you can then do something like:
for p in geo.points():
pos =
p.position(pos)
something like that would move your points to that position.