
lcatalo
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1 NeutralAbout lcatalo
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Name
Luís Catalo
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Location
Lisboa
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Just figure out what to do... First used a Agent Unpack node to get access to all the information, clean everything that I don't need (groups and attributes) then pack again making sure that have one primitive.
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Hi all, Do you know if exists any bundle of houdini agents that we can buy? Not just the geometry and animations but a pre-existing HDA that offers models and movements that we can use in ours crowd pipeline.... Thanks
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I think that you need to add a guide deform node for the static object and the animated one.... see the file I send you. test_guideGroomB.hiplc
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Hi all, There's anyone who knows how to export a crowd sim in a single geometry? I got an example that have a single agent with some animations clips. Because of my company's pipeline I need to render it in 3d Max. Exporting a Alembic successfully but when I import it into Max every instance of the agent is a object. Is there a way to export a single object by agent? Thanks...
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Just figure it out! User malfunction =) Forgot to reference the transition graph in crowd object node....
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Hi all, I'm getting the following error "Warning: Vex error: Clip transition graph does not contain any points." in the transition node in a simple state transition. Anyone knows what that means?! I go a simple example with a sit character that I want to trigger to get stand up..... Thanks
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Hi all, I'm trying to make a IK/FK seamless transition. Theres anyone who have done such a thing in houdini that can point me into right direction? My first instinct was to create 3 bones chains. One to bind, other to FK and the last for IK. Since I'm comming from Maya that was my first aproach. Lately I get that I can do all with just one chain of bones and control with a blend when is IK or FK. But I'm lacking os seamless transation. What is the best path to do so? Still 3 chains? One chain is enouph but use python to copy the values? Thank you for the orientation