Jump to content

Search the Community

Showing results for tags 'crowds'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 17 results

  1. Cloth Simulation for Crowds

    Hello, Does anyone have a solution for creating dynamic cloth simulation for crowds? For instance, a crowd running with flag poles using a prop following the crowd agent layering method? If someone can accomplish a dynamic cloth asset with either .abc cache file or houdini cloth for crowds I would love to hear your technique. I have included: flagTest.abc (nCloth flag animation on pole), screenshot showing example method for using using .abc assets for crowds, tutorial for agent layering method for crowds, and tutorial for constraining houdini cloth. Can anyone manage to get flagTest.abc be used by the biped character 2 for Houdini crowds? Thanks! flagTest.abc
  2. bake agent for crowds

    HI I import fbx to houdini for making my crowd agent and when I want bake the fbx, during baking I get warring massage : SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/Hips_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftUpLeg_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftUpLegRoll_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftLeg_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftLegRoll_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftFoot_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftToeBase_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/Hips_bone1/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/Spine_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/Spine1_bone/bonelink' ignored. ... and more ... SOP_Agent sopGetRigNodes: Total 79 warnings. what is the reason of this warning massage? and How I can prevent it? thanks in advance
  3. Hi, I've setup a lot of materials with overrides and stuff for crowds in Material Stylesheets. I have several shots, so they are in separate Houdini files. Usually copying a node or other types of info between Houdini instances (for example you open 2 .hip files and copy from one to another) is great but it doesn't work with Material Stylesheets. I've added a Style Sheet Parameter and tried at least copy the Styles one by one but it doesn't work. Do I need to setup everything again in another file?! That's like an hour. Imagine having 10 shots... Any ideas? There has to be a way Edit#1: Amazing how often you post something and 1 minute later you come up with with a possible solution If anybody is interested - instead of adding a stylesheet parameter to an object you can create New Style Sheet at the top - and this one will let you view the code and save it (View JSON->Save). Then you can import than in another file. Strange you cannot do it in the Stylesheet Parameter added to an object. So it's not perfect - because once you import to the global StyleSheet you need to copy and paste inside the .hip file you're now in, to the object you want to have the stylesheet. Or as I can see you can go to the Imported Files section and reference it there. Well, there you go
  4. Hi, So I've hit a wall while building my crowd sim. I've learned how to get agents to transition from one state to another but what I haven't been able to figure out is how to get some agents to transition into one state and other agents to transition into a second state off the same trigger. For example: -> Starts in Idle state --> After 1 second transition into walking state ---> After two seconds some agents transition into a jogging state while others transition into a sprinting state. Then from there more random agents transition into different states and so on. ________________________________________________________________________________________ I've thought about maybe separating my agents into different groups and subgroups or using more than one crowd source but I'm worried that it might get too complicated and cause odd behavior. I went through most of the crowds example files on its shelf tab and they were super helpful. The Stadium one in particular had something that I thought could be it but I don't have much experience using VEX expressions, I attached a snapshot from inside that examples CrowdSim. One of the crowd trigger nodes is named: crowdtrigger_half and has this code on it: // setting i@trigger to 1 will enable // setting i@trigger to 0 will disable if (@ptnum%1==2) { i@trigger = 0; } else { i@trigger = 1; } ______________________________________ I think it's saying if the point number 1 is equal to point number 2 then disable the trigger, else, enable it. Is this the way I should be trying to build my sim or do I have it all wrong?
  5. Crowd Sim - Army Men

    Hey, just finished my first project involving Houdini Crowds. I'm still working on the comp but majority of the shot is finished!
  6. Hi guys, I'm trying to come up with a solution to cycle through animation cycles and instance them onto points. Basically I have a few alembic animation cycles (exported from maya). They all loop seamlessly. They are a butterfly waking up and taking off. The first cycle is: opening his wings and getting into position 1. The second is a resting state, minor wing movements, and staying alive. and the third is a flutter and take off. The idea is to populate the butterfly onto points, have them cycle through the animations, and then have the points fly away taking the butterfly with them (on the third fly away cycle). I am just having problems coming up with a nice and neat solution for having these cycle through the animations. Idealy it would be great if I can find a way to have control to stay in the second state a bit longer on some then others. I hope this makes sense. If anyone has any idea this would be fantastic!! Thanks in advance Rob
  7. Ok, I will try to explain what I want to do and what I am getting instead. I know the fundamentals of building crowds in Houdini, what I can't seem to figure out is how to use multiple agents or clips in a scene. I have two separate FBX files that I exported from Cinema 4D, both are 90 frames long with similar animation but just a little different. I want to bake these in a ROP Network, in two Agent Drivers(not agent SOP), connect to a Merge node and hit render. I hit render and it creates the proper file directories, YAY! Then I want to take a Agent SOP and combine the two clips in that one Agent SOP and connect that to a Crowdsource. The problem is that only one clip plays correctly, the other clip is smashed and glitchy, its not correct. I also get a caution warning that reads something transform tracks differ regarding the two clips I am trying to combine. What can I do different? Is there a work around? Have I no clue how to export FBX files?
  8. Hi everyone, Here's a weird one: I am trying to use the crowdsource to copy a simple agent animation on a point sim. It is basically a swarm test. Now the problem is that when I try to render my agents they render as boxes. So far I have done a couple days of research but I didn't seem to be able to find a solution or anybody with my same issue. The simple answer that I gave to myself was "use the copy sop with some timewarp stamping for each point" but the copy sop gets too heavy to quickly. Does anybody have an idea of what am I doing wrong? I have attached a zip file with the hip and the fbx of the bee animation. Thanks for your help! bees_test.zip
  9. Hi, I am just starting to R&D a shot with a stadium crowd performing a 'card stunt' (http://io9.gizmodo.com/the-amazing-colorful-flip-card-propaganda-mosaics-of-n-1051426231) So, I have made some agents with a card assigned as an Agent Layer. I have got the agents animating, transitioning and with random textures applied. So far so good! I am having difficulty assigning random material to the cards. Is there a way to do this? I can't seem to find a way for stylesheets to isolate the cards. Many thanks for any help with this. Dan
  10. Crowds Ragdoll

    Hi all I'm trying to make a bunch of people run/jump out from a cliff. However, trying to follow some video tutorials. Every time I have baked my agent and want to setup "Collision layer" and "Configure joints" something goes wrong. I'm using an off the shelf Mocap biped 3, and as soon as I do the collision layering and joints, nothing gets selected automatically as in the videos. If I select and setup the joints myself, as soon as I simulate, the head, legs and what not pops right off and everything is chaos. Can anybody explain me how to do this properly. Never worked with Crowds before. Thank you so much in advance
  11. Hi Houdini friends! Has anyone dealt with crowd simulation with stairs before? I tried to use terrain projection, and I was getting weird foot positions, also when agents are going up and down there is always a very abrupt change of position. Another thing is when the agents are going upwards, there is always a lag in position updates. Attached is my scene files, any help will be really appreciated!!! Thank you so much!!! stairs.tar.gz
  12. Hey All, I just have a crowd workflow question. so I have bunch of fbx files with different animations and I have been loading them in with Houdini 15.5 agent node fbx load feature (https://vimeo.com/181696549). It is really fast and clean however, I have to use multiple agent nodes to load my fbxs' in and Houdini is recognizing it as multiple agents but it should a single agent with multiple clips. Is there a way to merge all of the fbx load to a single agent or is post export .bclips will be the only way?
  13. 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.
  14. Hello 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!
  15. At the moment i'm playing a bit with the crowd tools. i have seen that there are triggers for crowd agents but are there also triggers for object's? i want to make a small project where the agent has to run thru a parcour and in special situation some elements want's to kill them and for that i need logic in the object. is there a alternative way todo it? in a gameengine it's easy to do it but i wan't to learn houdini crowd.
  16. Crowd Queries

    Hi, I have a couple of questions on crowds 1) Is it possible to set the viewport colour of agents without unpacking the sim? At the moment setting Cd will change the colour of the circle beneath it's feet, but this can be difficult to see in large crowds. Unpacking works but this is very slow. 2) Is there a way to implement ‘ragdoll recovery’ as shown here for golaem? http://golaem.com/content/doc/golaem-crowd-documentation/ragdoll-recovering-animation [golaem.com] Currently setting a crowd trigger & transition from ‘ragdoll’ to an animated state has no effect and the agent stays in the ragdoll state permanently? 3) Is it possible to set a per-agent avoidance forces/weights so that some agents groups avoid other agents aggressively while others do not try to avoid at all? 4) Varying the agent scale (pscale) seems to affect the speed at which agents move? Why does this happen and how can it be prevented? Thanks
  17. I'm trying to render different materials for crowd objects using the style sheets, however it's not working as expected. Here's some simple code that works: { "styles" : [ { "target" : { "group" : "100-200" }, "overrides" : { "material" : { "name" : "`opfullpath("../shopnet1/constant1")`" } } } ] } This basically assigns the "constant" material shader to all the points/primitives 100-200. However replacing the constant material with the mocap biped material results in no material at all, ie replace "../shopnet1/constant1" with "../mocapbiped21/MATERIALS/clothing". Using this material as the assigned geometry material works fine, but it doesn't seem to be recognised by the style sheet... Does anyone know what I'm doing wrong?
×