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cwhite

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Everything posted by cwhite

  1. You can freely merge the transition graphs for each agent type, as long as you've set up different agentname values for each. The transition graph geometry has an 'agentname' point attribute to disambiguate between different agents that have the same clip names.
  2. This was fixed in 16.5.546 - https://www.sidefx.com/changelog/?journal=&categories=48&body=&version=16.5&build_0=545&build_1=546&show_versions=on&show_compatibility=on&items_per_page=
  3. Glue Constraint Relationship parameters questions

    Half life controls how quickly the 'impact' attribute on the glue bond decays back to zero (assuming the glue didn't break). So a longer half-life means that successive smaller impacts can break the glue The propagation rate is a value between 0 and 1 that specifies how much of the impulse is spread across the glue bond to the neighbouring object when an impact occurs - 0 means that nothing happens, and 1 means that the impulse is evenly split with the neighbour. If e.g. there is a glue bond between object A and B with a propagation rate of 0.5, a glue bond between A and C with a propagation rate of 1, and A has an impulse of 5000, then after 1 iteration the impulses are: A: 2000 B: 1000 C: 2000 The number of propagation iterations specifies how many rounds of this diffusion to perform, and therefore controls how far an impact spreads through the glue network in a single timestep.
  4. Try reducing the minimum bone length parameter at the top of the viewport
  5. Control crowd source randomization

    I should also mention - the input points to the Crowd Source SOP can have point attributes like state, agentcurrentlayer, etc that will override the Crowd Source SOP's parameters
  6. Control crowd source randomization

    If you need more precise control over how each agent's layer is selected, I'd just use the VEX setagentcurrentlayer() function. The Attribute Randomize SOP has a mode that is similar to the Crowd Source SOP's options (the Custom Discrete mode with Type set to String), which might be useful for doing the actual randomizatoin
  7. Crowd Sliding Backwards?

    If changing to in-place fixes it, that sounds extremely suspicious (e.g. perhaps the locomotion data and/or clip frame range is incorrect).
  8. Finding activation frame

    This thread has the simplest solution:
  9. Crowd agent orient problem

    For the Locomotion Orient parameter on the Agent ROP, you should specify another joint (like the upper leg) - the orientation is extracted based on the vector from the locomotion joint (hips) to that joint. If you preview the clip on the Agent SOP with Apply Clip Locomotion turned off, you want the character to face in a consistent direction so that you can blend between clips correctly. Also, the number of blend frames for the transition was set to 20, which is far too high given how short the turning clip is.
  10. Crowd agent orient problem

    You should be able to blend between locomotive and in-place clips. If you're able to post a scene file, that might make it easier to debug
  11. Crowd agent orient problem

    Have you set up the turning clip as a locomotive clip? it should work fine if its locomotion channel includes the overall orientation.
  12. Ragdolls explode

    I think it would be helpful to see a hip file, since I'd otherwise be randomly guessing as to what went wrong
  13. Ragdolls explode

    What do you see if you turn on guide geometry for the crowd object to see the rigid bodies? Does it look like the constraints aren't active (e.g. the bodies just fall apart), or is the ragdoll blowing up?
  14. Ragdolls explode

    If you've used the ragdoll test sim asset and it behaves fine, I'd first check that the animation clip on the crowd state is valid (if you're doing a partial ragdoll or motor-driven ragdoll)
  15. Crowd and Rigid Bodies

    Check what the RBD settings are on the crowd state - you'll want that parameter to be set to Animated Static
  16. Rendering Crowds over the farm

    Do you get any errors from mantra, or messages with verbose output enabled?
  17. You need to locate the cone twist constraint's data in the details view. In your case, it would be underneath the constraint network
  18. It's only the motor target parameter that is converted from euler angles to a quaternion.
  19. If you look in the details view, the parameter values are actually converted into a quaternion. So, you'll need a quaternion primitive attribute named 'motor_target'.
  20. It sounds like you should set up the packed primitives as *animated* static objects - then the solver will handle fetching the updated packed primitive's transform from SOPs until it becomes active.
  21. I think the object would also need to be marked as animated for the solver to fetch the updated value from SOPs
  22. For animated static objects you shouldn't need to do any extra work to transfer velocity: https://www.sidefx.com/changelog/?journal=&categories=&body=inherit+velocity&version=16.0.491&build_0=&build_1=&show_versions=on&items_per_page=1
  23. Cycling animation cycles

    The collision geometry / configure joints tools are never mandatory - they are only needed for ragdolls. Agent primitives support either static shapes (attached to an animated transform) or bone deformation.
  24. glue + RBD solver

    The RBD solver only supports the old style of glue, which is the "Glue to Object" parameter on several of the RBD Object DOPs. There is a deprecated (ophidden) RBD Glue Object DOP that is a wrapper around the RBD Fractured Object DOP for setting that up.
  25. I think right-clicking on the checkbox -> Edit Expression -> $F == 42 should work. Otherwise, it's fairly straightforward to do in a SOP solver. It's just an Attribute Copy SOP where Attribute to Match is "name" - no VEX needed.
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