Hello folks,

I figured people using Houdini on this list would understand the context of 
this question better, coming from a Softimage background, rather than an 
exclusive Houdini background. I've been trying to learn Houdini the past 
several months and I've suddenly realized something that has me questioning 
some things that may very well be misconceptions on my part, about the 
interface.

To get right to it, is there a way to make Tree View represent object 
hierarchical parenting relative transform relationship?

I've discovered that I can create transform relationships just fine in Network 
View, but that it has also taken some effort to realize what happens in 
Network::Scene is both similar and dissimilar to what happens in 
Network::Geometry and neither is exactly reflected the same way in Tree View.  
A big part of the dissimilarities that I'm starting realize differ on how, and 
when, a network produces transform relationships versus when it permits 
procedural editing of object data.

It seems that Tree View only depicts a kind of "container view" context. Or 
rather, what is "inside" something else as opposed to what is the parented 
relationship by transform or articulation context. Tree View is great for 
finding and selecting something but more or less seems ineffective in setting 
up a hierarchy of objects affected by transformation relationships. I'm finding 
the only place I can do that is in Network View, and that the nature of this 
changes in context somewhat depending upon Network View's active object 
context, whether its Scene or Geometry for example.

Which gets me to my next question, what and where is the proper way in Houdini 
to set up hierarchical relationships of transform context? (Parenting for 
articulation purposes)

I find I can use nulls or geometry in Network::Scene to do this but then I have 
to use transforms in Network::Geometry to do the same thing. But transforms in 
Network::Geometry also permit instancing of the geometry as well as transform 
relationships and the entire behavior of the network in Geometry seems to 
permit a higher degree of proceduralism than does the one at Network::Scene 
level. While none of this is necessarily problematic, it more fundamentally 
raises the question of "what is best practice?".

Should Geometry nodes be limited to only creating static objects and 
hierarchical articulations established only at Scene level? If so, what nodes 
are best used for transform hierarchies?

Or is reasonable to arrange structures in Geometry nodes that permit transform 
articulations? The concern here is, of course, would such structures end up 
inadvertently duplicating or instancing geometry where I think I am setting up 
transform articulations instead?

And am I left with the ability to create transform articulation hierarchies 
only in Network View and unable to create articulation hierarchies in Tree View?

All thoughts or suggestions in this regard would be very welcome.

--
Joey Ponthieux

__________________________________________________
Opinions stated here-in are strictly those of the author and do not
represent the opinions of NASA or any other party.


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