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Search the Community: Showing results for tags 'agents'.
Found 3 results
Decided I'd learn how to work with the Houdini Crowd system by actually making my own agents from exported character animations out of World of Warcraft, but the main problem I've got is that since all of these clips started off without any locomotion, I need to figure out how you actually get that back in. Agent Edit SOP appears to work in the viewport at least...I can translate the character over the course of their walk cycle and reorient them (they start facing X instead of Z) but yet when I feed that into the Agent ROP it doesn't seem to stick. Not a ton of info out there sadly for working with custom Agents in H15.5, and even worse is that these particular FBX files explode if you try to Import -> FBX them which makes this all potentially a lot more difficult. Has to be loaded up via Agent SOP.
ackermanken posted a topic in General Houdini QuestionsHello fellow Houdini users! I am using the Houdini Crowd setup. I am trying to trigger a state change in fish from a fast swim to a slow swim. I understand that using the triggers and transitions I can get animation clips to smoothly blend together over time. However I can't get the crowd steering nodes to transition together smoothly. Beneath my fast swim and slow swim states I have separate chains of crowd steer nodes, one that has low drag and high movement, and the other with high drag and low movement, and they then feed into the 'merge states' node and then into the crowdsolver. But when the transition is triggered there is no interpolation between these states, they immediately switch over regardless of the transition duration. Does anyone know a way I can get a smooth transition between two separate crowd steering states? Thank you for your help!
Hi there! My recent finished work where I used VEX to create fish flocking model. Difference from basic boid flocking model is that I made fishes to be aware of their front, right, left, etc and they turn towards their goal considering this. You can see it in Cohesion - fishes try to reach point in the middle of the screen. When point is behind they try to turn towards the point making circles, instead of just swimming backwards. Obstacle avoidance was done using sdf volume. After simulation was done I smoothed it a bit inside CHOP. Fish animation respect speed changes. Also fishes can bend depending on their velocity change. Rendered in Mantra, composed in Nuke.