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Showing content with the highest reputation since 04/09/2026 in Posts

  1. Hi everyone, I've never really dug into the Houdini crowd system in all it's glory, but I'm trying to do something that seems pretty typical. Currently I'm attempting to create a single agent that has multiple character skins that I can turn on and off in layers. It seems simple enough, but 95% of the tutorials out there show you how to add rigid props ( swords, hats, etc ) to your character using an agent layer sop. I have multiple models that all have the exact same bone deform settings and they all work with the same rig. I feel like I"m almost there, but I can't seem to get it to work properly. I'm sharing a few images of my situation. 1. The first image has the output of my Agent sop. I'm reading in from a modified Character rig that works properly. The clips make him move fine. 2. Second image has my alternate model of the girl in T-Pose. All the bone deform attributes are there, so it should work fine. 3. In image three you can see the output from my agent layer sop. The model seems to be deforming properly, so the new mesh is now added to the shape library. 4. Shows the load clips section. She's posed correctly at the frame I'm at, but she won't move with the clips when i scrub the timeline. She's frozen. Am I doing this properly? It would be incredibly helpful to see an example file for this that I can take a look at.
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  2. Did you simply create a ocean from the shelf tools to see how it is done correctly?
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  3. it's pretty straightforward out of the box just use v@N, v@up or p@orient on your instancing points in such a way that resulting reference frame has Y pointing in up-down direction of your ocean (so in normal direction of the ball) and X in the direction you want wind to blow in in your file, since v@N is pointing outwards and v@N defines Z axis, your ocean deforms in a tangential direction and therefore you are seeing weird deformation here is the modified file ts_ocean_on_ball.hip
    1 point
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