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cwhite

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Everything posted by cwhite

  1. You need to locate the cone twist constraint's data in the details view. In your case, it would be underneath the constraint network
  2. It's only the motor target parameter that is converted from euler angles to a quaternion.
  3. 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'.
  4. 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.
  5. I think the object would also need to be marked as animated for the solver to fetch the updated value from SOPs
  6. 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
  7. Cycling animation cycles

    The collision geometry / configure joints tools are never mandatory - they are only needed for ragdolls. Agent primitives support either static shapes (attached to an animated transform) or bone deformation.
  8. glue + RBD solver

    The RBD solver only supports the old style of glue, which is the "Glue to Object" parameter on several of the RBD Object DOPs. There is a deprecated (ophidden) RBD Glue Object DOP that is a wrapper around the RBD Fractured Object DOP for setting that up.
  9. I think right-clicking on the checkbox -> Edit Expression -> $F == 42 should work. Otherwise, it's fairly straightforward to do in a SOP solver. It's just an Attribute Copy SOP where Attribute to Match is "name" - no VEX needed.
  10. Affector matrix with packed

    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?)
  11. Affector matrix with packed

    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
  12. If you only need this for convex hulls, just do a shrinkwrap SOP in a foreach loop and transfer any attributes that you need
  13. 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
  14. 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)
  15. 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
  16. 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
  17. Yeah, I meant the SOP network where the RBD objects' geometry comes from
  18. 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)?
  19. 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.
  20. 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.
  21. Crowd simulation agent blinking when render out

    An initial guess would be bad bounding boxes - you could turn on primitive hull display in the viewport to check
  22. 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).
  23. Crowds RBD Ragdoll for 15.5

    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
  24. vex funtion: XYZ dimentions of a sop

    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.
  25. Crowd popsteerobstacle with concave shape obstacles

    For this setup, where the agents start out very close to the obstacle and are walking toward it, having a low max turn rate means that the obstacle avoidance force can't change their direction quickly enough before they hit the obstacle. An alternative, though, is to adjust the allowed speed variance so that the obstacle force can slow the agents down somewhat as well.
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