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cwhite last won the day on February 17 2016

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  1. Finding activation frame

    This thread has the simplest solution:
  2. Crowd agent orient problem

    For the Locomotion Orient parameter on the Agent ROP, you should specify another joint (like the upper leg) - the orientation is extracted based on the vector from the locomotion joint (hips) to that joint. If you preview the clip on the Agent SOP with Apply Clip Locomotion turned off, you want the character to face in a consistent direction so that you can blend between clips correctly. Also, the number of blend frames for the transition was set to 20, which is far too high given how short the turning clip is.
  3. Crowd agent orient problem

    You should be able to blend between locomotive and in-place clips. If you're able to post a scene file, that might make it easier to debug
  4. Crowd agent orient problem

    Have you set up the turning clip as a locomotive clip? it should work fine if its locomotion channel includes the overall orientation.
  5. Ragdolls explode

    I think it would be helpful to see a hip file, since I'd otherwise be randomly guessing as to what went wrong
  6. Ragdolls explode

    What do you see if you turn on guide geometry for the crowd object to see the rigid bodies? Does it look like the constraints aren't active (e.g. the bodies just fall apart), or is the ragdoll blowing up?
  7. Ragdolls explode

    If you've used the ragdoll test sim asset and it behaves fine, I'd first check that the animation clip on the crowd state is valid (if you're doing a partial ragdoll or motor-driven ragdoll)
  8. Crowd and Rigid Bodies

    Check what the RBD settings are on the crowd state - you'll want that parameter to be set to Animated Static
  9. Rendering Crowds over the farm

    Do you get any errors from mantra, or messages with verbose output enabled?
  10. You need to locate the cone twist constraint's data in the details view. In your case, it would be underneath the constraint network
  11. It's only the motor target parameter that is converted from euler angles to a quaternion.
  12. If you look in the details view, the parameter values are actually converted into a quaternion. So, you'll need a quaternion primitive attribute named 'motor_target'.
  13. It sounds like you should set up the packed primitives as *animated* static objects - then the solver will handle fetching the updated packed primitive's transform from SOPs until it becomes active.
  14. I think the object would also need to be marked as animated for the solver to fetch the updated value from SOPs
  15. For animated static objects you shouldn't need to do any extra work to transfer velocity: https://www.sidefx.com/changelog/?journal=&categories=&body=inherit+velocity&version=16.0.491&build_0=&build_1=&show_versions=on&items_per_page=1