>
> How much custom plugin development do you have to do with Houdini compared
> to Softimage, Maya, etc...?  Let's define a plugin as something you'd write
> as a script or C++ lib that gets included in the software as a reusable
> tool, perhaps providing it's own GUI front end (if applicable) and is
> responsible enough to do proper error checking (as opposed to a couple line
> hack script like many artists do).
>

if you're talking about the lines of code to get the same stuff done in
Softimage or Maya, I would say it really depends on how you approach the
problem. As with all things Houdini, there are multiple ways of making
plug-ins/nodes with custom GUIs. You can create the whole layout
dynamically (similar to using parameters and PPGLayout in Softimage), or
you can manually create the layout and connect it through scripts. I tend
to do everything programmatically to keep everything in one place. I've
written plenty of plug-ins which provide exactly the same functionality in
various DCCs including Houdini. The code for Houdini was similar in length
to the others.

If you're talking about general custom plug-in development, I guess the
answer would be the same for any DCC that needs to be integrated in to the
production pipeline. I'm assuming, for a game studio, you have very strict
rules to govern where things go in the file system. Based on your previous
posts on the topic (of moving away from Softimage), I think it's safe to
assume you'll need to do a fair bit of custom development.

>
> Is there much of an SDK for writing GUI's as front ends for tool


In short, yes. My personal experience with the Houdini SDK has been
fantastic. I don't recall hitting a brick wall. Going off on a slight
tangent, the only thing which irritated me was lack of Python support for
viewport capture. However, that can be easily done through Hscript. The
good news is that it will come for Python (it's in the roadmap). For GUIs,
Houdini allows using native widgets or going down the PyQt path.
Thankfully, there's none of that event loop issues that Softimage has when
using PyQt. My personal preference is to use native widgets as they allow
for a consistent UI experience. As mentioned earlier, you can create GUIs
manually (drag and drop) and link them through scripting, or you can create
them programmatically. Both approaches have their merits. The Houdini
Python Shell is best of breed. Imagine getting a reference to an ICE node
in Softimage by dragging said ICE node in to the Script Editor, this works
in Houdini. Also, hurray for auto-complete virtually wherever you can write
scripts.

>From a pipeline integration point of view, I think the biggest mistake
people make during transition is to try and find one-to-one correlation
between workflows and concepts. The best you can hope for is similarity of
some concepts. There are no workgroups or custom parameter sets, however,
there are equivalents which work perfectly well. Some find it strange that
Houdini has no default project structure, I rather like it (now). The lack
of a project structure is a testament to the fact that Houdini can be
integrated in to whatever structure you're using currently.

Sajjad

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