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dansidi

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About dansidi

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  • Name
    Daniel
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    United Kingdom

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  1. Hi all,I wonder is anyone else is having the problem I am experiencing:I have a simple crowd sim: 1. I have one agent defined from a FBX. The agent is generated in a different hip file and baked out. In my simulation scene, I am accessing the agent from ‘disk’2. I plug this agent into the crowd source node.3. I simulate my crowd source, using the shelf tool. All good so far.4. I have some geometry (waving flag) saved out as a bgeo sequence, which is brought into my crowd system as packed primitive sequence. It is then attached to my simulated agent with the Agent Relationship node.5. I save the scene.6. When I press play or try to cache out my geometry, I get ‘segmentation fault’, Houdini bombs out and I can not load my scene any more. Not only that, I cannot load the backup scene or even any other scenes I have ‘saved_as’ along the way. As soon as I try to load a hip file, I get a segmentation fault again and Houdini bombs out. Weird.I have remade my agent (with new name) from scratch and remade my simulation scene multiple times and this crash keeps happening.Has anyone seen this kind of problem? What can I do to recover my hip scenes
  2. Triggering Animated Crowd Layers?

    Hi Atom, I would love to know if you ever worked out how to get this working. Any help would be appreciated!
  3. Cloth Simulation for Crowds

    Hi all, I am trying to get this working but I don't know enough Houdini to get a working scene. I have some agents, from the Stadium preset. I have used the python script from the jointPositions.hip to isolate the hand position of some of those agents. So, now I have 20 or so points waving around in space, where the agent's hands are. I want to loop through each of those points, adding a cloth object each time. Can that be done in a for-each loop? Thanks for any advice. stadiumPreset_v002.hipnc
  4. Varying Wire solver along L-System ?

    I can see that you can generate point attributes when the L-System is created, which gives a couple of useful sounding attributes: gen and width. How would it be possible to feed these into the Wire solver? Let's say I wanted to multiply Elasticity or Angular Damping by that width attribute. Can that be done? How can I do that? Any help at all would be very gratefully recieved. Thanks!
  5. Hi everyone, I am still working on a shot where trees bend due to a rocket exhaust. I have tried FEM but I think it will not do what I want (too 'chunky'). I would like to try the Wire solver. What I want is the trunk of the tree to bend very slightly, the branches to bend a bit more and the twigs to bend a twitch a lot - bend angle proportional to branch thickness, basically. How can I vary the wire deformer strength or bend angle along the length of the L-System branches? I suspect this is a VERY simple thing for a Houdini TD to do, but I am not sure how to approach it. Please help! I enclose a simple setup where I have a L-system, converted into a Wire sim, with a hard pin constraint on the base of the trunk and I made a Wind force pushing on it. Many thanks l-system_wire_test_02.hip
  6. pushing FEM object using pyro

    yes, Yes, YES !!!! Thanks Paul. I had to modify a bit, but your setup has shown the way. Thanks a lot!!!! Inside the SOPsolver, I reversed the velocity vector. Here is a test render and scene file. l-system_test_05.hip l-system_test_05_H264.mov
  7. fem flip interaction

    How about pyro interacting with FEM? I want to push a FEM object using a pyro sim. Can I use the velocity of the pyro sim to affect (or advect or whatever) the FEM ? Is that possible? I have version 15.5.607 Many thanks
  8. pushing FEM object using pyro

    Thanks for your help, Atom. I suppose sometimes the simplest solution will be good enough! Is it possible to connect those simulations, though?
  9. pushing FEM object using pyro

    Hi everyone, I am trying to bend some trees using a rocket exhaust. I have created a pyro sim for the rocket exhaust, which I have cached cached. I have also created trees in L-systems and made them in to FEM objects. I have been able to use a magnet force in the FEM simulation to deform the trees, but I want to use the pyro sim to force the trees to bend. I assume this is possible, but I do not know how to connect the cached pyro sim to the FEM simulation. I have been trying to use the FieldForce DOP with a SOPvetorField plugged into the data, but I have no idea how to configure these nodes. Can anyone help me with getting this to work? Thanks! Dan l-system_test_04.hip
  10. Never mind, I got it! Yes, it's in Stylesheets. I found that it works if I use 'sub-target' with a condition Primitive Name = *card Always learning...
  11. Never mind, I got it! Yes, it's in Stylesheets. I found that it works if I use 'sub-target' with a condition Primitive Name = *card Always learning...
  12. 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
  13. Hi, I am still not clear how to find these textures. How do I access that "mocapbiped otl/hda" ? I have created a mocapbiped, but where is the otl/hda? Thanks !
  14. That's it! Nice one Sasho. Thanks very muich! Thanks Atom too, I learned a lot!
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