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Everything posted by cwhite

  1. 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.
  2. 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
  3. 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.
  4. 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
  5. 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?
  6. 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)
  7. 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
  8. Rendering Crowds over the farm

    Do you get any errors from mantra, or messages with verbose output enabled?
  9. You need to locate the cone twist constraint's data in the details view. In your case, it would be underneath the constraint network
  10. It's only the motor target parameter that is converted from euler angles to a quaternion.
  11. 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'.
  12. 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.
  13. I think the object would also need to be marked as animated for the solver to fetch the updated value from SOPs
  14. 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
  15. 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.
  16. 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.
  17. 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.
  18. 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?)
  19. 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
  20. If you only need this for convex hulls, just do a shrinkwrap SOP in a foreach loop and transfer any attributes that you need
  21. 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
  22. 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)
  23. 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
  24. 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
  25. Yeah, I meant the SOP network where the RBD objects' geometry comes from