Maya to houdini via a tree
From DreamsteepWiki
A BIG COOL EXPERIMENT
This is the plan. I have a graph/tree/node system. I have it building character rigs , project management , and a GIS metadata catalog and it works great. Now I want to plug it into HOM , and build a scripting framework for Houdini with it.
The idea is to derive some new node types from my data graph class and create a "command graph" structure that uses blocks of code (nodes) that are procedures, with inputs that can plug into other procedures ( nodes )
Once this is in place I am planning on patching it into my character rigging code which uses the kgraph at its core. Then all I need to do is create a new set of custom attributes (For houdini "triggers") and bippity boppity boo , I have a mnaya to houdini trasnlator. I could then incorporate my (non kgraph) based import export tools (http://wiki.dreamsteep.com/Houdini_exporter) to return the geometric result back into maya (or houdini , respectively) and have a robust data pipeline platform from maya to houdini.
It must be done.
I am going to share this code as I write it in case anyone wants to see what I am doing with it. the only dependency for the script is my data_graph class.
This is the sketch of my idea (July 1,2010)

