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About cwhite

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  • Name Cameron
  • Location Toronto
  1. If both objects are being solved, collisions should be disabled in both directions (otherwise, if A thinks it should collide against B, but B thinks it shouldn't collide against A, what should happen?)
  2. I think the solver has Make Objects Mutual Affectors enabled by default, but for packed objects the 'collisionignore' point attribute is generally much easier to work with
  3. If you only need this for convex hulls, just do a shrinkwrap SOP in a foreach loop and transfer any attributes that you need
  4. That attribute only applies when the Bullet solver itself breaks constraints, so that a switchover to the new constraint type can happen instantly. Currently, the only constraint type that the Bullet solver can break for you is glue. If you're manually breaking constraints in a SOP solver, you're also responsible for deciding whether to switch it to a new constraint type or leave it as broken
  5. The tuple size is required to be 2, but the second path is only used if the first one fails to load. This allows you to have a fallback in case your preferred path uses variables that may not necessarily be defined in every situation (or example, you might have a relative path like $HIP/agents/mocapbiped3/shapelib.bgeo so that your setup is portable if you upload it somewhere for rendering). Some applications like geodiff don't have $HIP defined when loading geometry, so the second path could specify the absolute path as a fallback. Shape libraries aren't required to be generated through the agent ROP. But, they are expected to have the same format (collection of packed primitives with a name attribute)
  6. The docs on the 'shapelib_include' attribute were missed when it was backported to 16.0 - tomorrow's build will have some info about it on the /crowds/agents help page (pasted below). It allows the shape library to be split across multiple files on disk
  7. Mocap Biped 2 has a completely different skeleton than Mocap Biped 3, so clips baked out from one cannot easily be used with the other
  8. Yeah, I meant the SOP network where the RBD objects' geometry comes from
  9. Around 10GB of memory usage in the Bullet solver is in the ballpark of what I'd expect for a sim of that size. Is there any indication of what nodes account for the other ~50GB (perhaps SOPs for the simulation's input geometry)?
  10. Yeah, the agent layer SOP can be used to add deforming shapes to a layer - just make sure to point it at the rest geometry (i.e. the input geometry to the Deform SOP). I think the H15 crowds masterclass had some examples of this. To switch an agent's display layer, you can use SOPs like the Agent Edit SOP, or change it in VEX via the setagentcurrentlayer() VEX function.
  11. If you're detaching limbs and the agent has deforming geometry (e.g. skin), you need to switch the agent to a layer which has different geometry that won't stretch out as the joints separate. This would involve slicing the geometry around the detachment point and adjusting the capture weights near the boundary, as well as possibly filling in the hollow interior. This of course means that you'd likely want to have a few predefined detachment points, unless you try to procedurally slice the skin geometry on the fly.
  12. An initial guess would be bad bounding boxes - you could turn on primitive hull display in the viewport to check
  13. There shouldn't be any issues with having multiple types of agents in the same simulation. Just make sure that for each state the agent may be in, the clip name is valid for that type of agent (if the Randomize Clips option is used, the clip name patterns are matched against the agent's clip catalog before selecting a clip).
  14. There were some shelf tool changes in 15.5 - instead of always creating a "stand", "walk", and "ragdoll" state, along with a stand to walk transition, the Simulate tool now prompts you to select some initial states that should be created based on the animation clips available. In the attached file, I just added a ragdoll state, along with a crowd transition DOP and crowd trigger DOP to implement the zombie -> ragdoll transition. ragdoll_zombies_v2.hipnc
  15. It's very important to understand why that appears to "work". Your example uses an expression function that's evaluated while evaluating the string parameter for the wrangle's code. This happens before the VEX code is compiled, and means that the VEX code will keep being recompiled whenever the value is dirtied by the upstream SOP's geometry changing. That can have significant overhead, such as when running inside a foreach loop.