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gramx last won the day on October 22 2014
gramx had the most liked content!
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17 GoodAbout gramx
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gram
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Hi, I'm trying to recreate this very cool tyflow setup in Houdini. In the description he explain's how he is using dynamic PhysX rigidbodies and using attraction forces to move them, looks really cool. I've had a go with some success using the crowd system in Houdini with RBDs and a pop attract. Hip files here worms_03_GC.hip worms_05_GC.hip worms03.avi worms05.avi The idea works but I can't get a nice behaviour using the pop attract, has anyone got any ideas what might work better with the particle forces? Thanks worms_05_GC.hip
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I don't think it will work in a loop either. Thanks for the hip. I have been able to get 10 agents to sim all in one go but it gets very slow, looking at using grains now for the cloth. cheers
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I've had another attempt but running into problems when bringing the crowd animation into a for each loop, I seem to loose the animation. I have attached a scene file. crowdsinskirts02.hip
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Great video ,thanks. I want to the same by setting up a post sim on the crowds to deform the cloth meshes. Not got very far yet
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Hi, I am setting up a crowd sim and some of the agents have long skirts that will need a post cloth sim. I can't find any info on how to set this up with crowds, anyone got any tips. Thanks added a simple hip of the crowd with skirts. G corwdsinskirts01.hip
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Got it working The names are correct on the point attributes I was only looking at the primitive attribute name. Thanks for the help!
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Hi, This method would have worked but the constraint primitive names are all the same with a numbered footer per character. This only lets me break all joints on a single character. Not sure if this is going tobe possible unless I can find a way of changing the name of the primitives before DOPs. cheers G
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Thanks Andrea, that's really useful I will try and set this up later. I will let you know how I get on
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Sorry, now I have this part working I have another question: I am using a primitivewrangle with the following VEX to delete the constraints, which now works. removeprim(0, @primnum, 1); But what I need to do is only delete a specific joint. I'm not sure if you can search through the primitives by name in VEX or if I need to create a group for these joints somewhere else. My scene consists of a ragdoll with a Hat and I am trying to delete the constraint to the hat only. At the moment I am deleting all constraints. Thanks for any help
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FIXED For some reason if I delete the constraints network and make my own then it works. cheers
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Here is a simple scene where the ragdolls should break apart but don't. test.zip
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Cheers, but I still get the same warning when I add the constraints at the end of the network.
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Hi, this was how the shelf tool sets up the nodes, just tried another one from scratch and it puts it in the same order. Here is the full network:
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Hi, Just finished the crowds course on cgcircuit, witch I think gives a really good introduction to setting up your own crowd characters. Hope part 2 comes out soon. https://www.cgcircuit.com/tutorial/crowds-for-feature-film-in-houdini Anyway I have been working on the sim now using Ragdolls and now partial Ragdolls. Here is a playblast: https://www.dropbox.com/s/othdgdraazwxyn3/PartialRagdol_Hats.mov?dl=0 For the next step I want to break the constraint to the hats so that they fall off. In the help it says you can do this in the following SOPsolver node modify_ragdoll_constraints. Now this node does not get created anymore by the shelf tool, I am using Houdini 16.5 I have tried creating a SOPsolver and connecting it to the third input of the Ragdoll Constraints but get the following warning: This data is attached to an unexpected parent data. The help continues by adding this line to a primitive wrangle if (f@torque > 50) removeprim(0, @primnum, /* andpoints */ 1); I have also tried adding this but nothing happens. Anyone know how to fix this? Thanks Graham
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Great that's working now. Cheers