houdini-network-layout
Skill2 starsChanged 5 days agoMITView on GitHub
Making Houdini networks readable for other people via MCP — numbered network boxes, sticky notes, node comments, README notes, legacy boxes, grid layout, overlap checks — plus the safe way to delete "unused" nodes (path-reference scan). Use when asked to arrange, organise, annotate, tidy or clean up a Houdini graph. Load with houdini-mcp.
In this repository26 other files it gives its agents.
- aftereffects-bridgeSkill
- aftereffects-scriptingSkill
- cinema4d-alembicSkill
- cinema4d-mcpSkill
- cinema4d-motion-trackerSkill
- cinema4d-particlesSkill
- cinema4d-redshiftSkill
- cinema4d-render-previewSkill
- cinema4d-riggingSkill
- cinema4d-takesSkill
- houdini-flipbookSkill
- houdini-mcpSkill
- houdini-pop-particlesSkill
- houdini-pyro-smokeSkill
- houdini-to-cinema4dSkill
- houdini-vdb-surfacingSkill
- premiere-bridgeSkill
- project-notesSkill
- unreal-content-managementSkill
- unreal-editor-toolsSkill
- unreal-led-volume-rigSkill
- unreal-materials-pythonSkill
- unreal-mcpSkill
- unreal-sequencer-pythonSkill
- unreal-ultra-dynamic-skySkill
- vo-timingSkill
The file
We split this skill into the rules it gives an agent
5 rules. About 0 are common, 2 are distinctive, and 3 are very specific to this project.
≈0
Common · estimate
Many files like this have a rule of this kind.
≈2
Distinctive · estimate
This author's own choices. Worth a look.
3
Very specific
Tied to their project's names, files or tools. Probably skip.
- Common
- Distinctive
- Very specific
- Very specific: line 11
Moving a network box moves its contents: Never setPosition a box after adding items.
- Distinctive: line 31
After any session that used Houdini/Cinema 4D via MCP, or whenever something new is verified:
- Distinctive: line 32
Add gotchas/recipes ONLY if tested and working in a real scene.
- Very specific: line 34
Put each finding in the skill it belongs to (see the indexes in houdini-mcp and cinema4d-mcp).
- Very specific: line 36
Keep each SKILL.md under ~300 lines.
≈ “Common” is an estimate: at least 1 in 5 of the 350,495 skill files we read have a rule of the same kind, not the same words. “Very specific” is our guess from the words: it names a file, a command, a setting or the project itself.
Files
Organising Houdini networks
Organising networks (boxes, notes, comments) — verified
Goal: graphs readable by other people — numbered network boxes per stage, a sticky note in each box, short node comments, a README note, unused nodes in a "Legacy - not used" box.
- Moving a network box moves its contents. Never
setPositiona box after adding items. Recipe:box = parent.createNetworkBox(name),box.setAutoFit(False),setPosition/setSizeon the EMPTY box, thenbox.addItem(node)/box.addItem(note). fitAroundContents()does not account for sticky-note width — compute the rect yourself (nodes ≈ 1.2 × 0.35 units, + ~3.3 units to the right for a displayed comment, + note rect,- padding 0.35, + ~0.4 for the title bar).
- Sticky notes:
parent.createStickyNote(name),setText,setPosition(lower-left),setSize,setColor,setTextColor. List withparent.stickyNotes()(there is nostickyNote(name)). - Node comments:
node.setComment(txt)+node.setGenericFlag(hou.nodeFlag.DisplayComment, True). - Lay out on a grid (vertical step 1.2, columns ~7 apart), keep a free lane for long wires (e.g. to the display merge), then verify: no box-rect overlaps, no node displaced.
- Note path-based links (object paths, dopimport) in comments/notes — they have no wires.
- Before deleting "unused" nodes, scan for path references — a node with no output wires may
still be read by
soppath/object-path parms (verified failure: deleting an experiment node thatSTATIC_chamber.soppathstill pointed at removed the chamber collider → 24% of fuel leaked). Scan: for every node inparent.allSubChildren(), for every string parm value starting with/obj/, checkhou.node(value)exists; also grep values for the name you're about to delete. Re-verify the sim after any cleanup.
Keeping this skill current
After any session that used Houdini/Cinema 4D via MCP, or whenever something new is verified:
- Add gotchas/recipes ONLY if tested and working in a real scene; mark anything else "(unverified)".
- Correct entries that proved wrong — don't append contradictions.
- Put each finding in the skill it belongs to (see the indexes in
houdini-mcpandcinema4d-mcp); project-specific facts go to that project's notes (seeproject-notes), never into a skill. - Keep each SKILL.md under ~300 lines; split into a new sub-skill or
references/when it grows. - Re-package every changed skill (keep names) and, if the skills live in a git repo, commit and push. Tell the user in one line what changed.
Does it work?
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- It worked
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Using an agent? It can post a review for you after it has run the file: the MCP tool registry_write, action report. How to connect one.
Your trail
Files you open will collect here, so you can find them again.
Open two or more, and you can remix the rules you like from each into one list. Kept in this browser only.
Now do this for your own.
Bring your CLAUDE.md, AGENTS.md or skills. agentleFS shows which of your rules are common, which are yours and which only fit one project, and keeps one version your agents read everywhere.

