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Found 71 results

  1. Interaction between Crowd and FLIP Solvers

    Hi All, The interaction between Crowd agents and FLIP simulation is one way : agents clearly influence the FLIP Simulation, but I have troubles to get the FLIP Sim move my ragdoll agents. I have already put the Feedback Scale to 1 under FLIPSOlver / Volume Motion tab / Solver. I have seen that particles interact with ragdoll agents, so I have created a POP object and added a POP Solver. The POP object is feed with the particles of the FLIP fluid at every simulation time. And I add a mass and pscale attributes to the particles. Now I have a better interaction between the ragdolls and the FLIP sim... but my agents now start to act as "spaghettis" under impacts of particles... I have tweaked the constraints (CFM, position CFM, position ERP etc.) but I can't enforce the position constraints and my ragdoll are really streched... Any ideas how to solve that ? Maybe a better way to make FLIP and crowd ragdolls better interact ? Any video / course / lesson / ressource where people have played with that a bit ? Thanks for your help crowdFLIPtest_v1.hip
  2. A question about crowd transitions

    I've got a few animation clips ( clips 1 - 5 ) appended to my agent. Then I built transition graphics from clip 1 to all other 4 clips, and I see a little spider web formed while viewing the transition graph ( which to me means they can now freely travel from each other ). I then set up everything in the dopnet and randomized the initial clips on my source, plugged in the crowd transition graph into the crowd object and hit play, ready to view all my animations randomly transition between each other. But all the solver did was to loop each clip's initial state, and only the one crowd agent who started on clip 1 ran through all 5 clips ( I assume this is because I've actually set up all the possible transitions for clip 1). Which leads to my assumption that I need to build a transition graph for EACH clip to EACH OTHER clip for what I want to achieve to work ( crowd agents randomly transition between clips )? I might not have worded this question well, but I don't know how to make it more concise. Thanks!
  3. Hey guys ! I have a simple crowd agent that I put some anim onto in SOPs What I do on the agent doesn't really matter, what I need is to export the agent with the animation to FBX I tried simply exporting it with the FBX ROP, but the result was a point cache with no bones How is one supposed to export a Crowd Agent to FBX ? I searched online, and haven't found a working solution Attached is the simple setup in Apprentice (I know Apprentice can't export FBX. That's just an example scene from my home - at work we have the FX version) export_agent_fbx.zip
  4. I am exporting a rest and a animated FBX from Maya. In Houdini I am creating an Agent SOP loading the FBX at rest, then Agent Clip loading the animation FBX directly from disk. (shelf tool for Agent) The animated FBX does not read properly, the geometry is collapsed onto itself. Could you please share the best practice for exporting FBX from Maya in this scenario please? Any settings that I should be particularly careful of on export? Any specific requirments for rig hierarchy and constraints/bones?
  5. Hi! I am trying to do simulation using crowd system. Agents should decide wich 1 of 3 splines to choose depends on smallest popgroup number in destination point. Could anybody help with VEX in popwrangle? Hier is a scheme attached. I think to use splines because houdini has not navmesh like unreal engine has. And navmesh as far I know just splits polygones and draw optimal spline on its chunks in direction of movement. This should simulate 3 lines in a shop. Agents should go where is not to much people waiting
  6. Crowd Agents Bundle

    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
  7. 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...
  8. 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
  9. Hi, trying to do a « world war z » kind of shot, with human/zombies pyramids. I have only one clip for the moment (I wanted to manually animate my agents as a training), so no variations, no ragdolls yet. Just trying to layer my crowd in pyramid using a base terrain + local deformations on which i scatter points that are used as goals for my agents (with priority attribute to get the agent on the bottom of the pyramid arriving first... so lots of POP Wrangles and customs systems, but for a poor result yet :-) The plate is coming from a urban exploration group called Black Raven, that kindly accepted that I use it. Shot with a DJI phantom 3. I matchmoved it with 3dequalizer. Advises are welcome if you have ideas on how to reach these human pyramids :-)
  10. Hi guys, Is there any way to access point attributes in crowd setup to tweak the ragdoll behaviour? popforce seems to break the whole thing and each agent is processed as a single point but somehow still able to run bullet sim in ragdoll state but with limited capability. Thank you C
  11. Multiple Agents/Model for Crowd

    Hello, I'm new at Houdini and I'm trying to understand Crowd system. I'm trying to create basic stadium crowd. But I need to define different animations and models. I googled my question much but I can't find anything... Is there any chance to define different models to crowdsource node? Thanks!
  12. Crowd agent transition issue

    Hello, I have a question about agent transitions. Right now it seems that agents will not accept a triggered activation if they are currently in a transition state. In my example attached the agents start running at frame 5 and should stop running any frame after 15. They won't stop until after transition 1 is complete. Is there a way to interrupt a transitions state blend to transition to another state without setting state transition duration to 0? -Kjell Transition.hip
  13. Crowd with flares

    Hi, i have single smoke flare sim, and i need somehow attach it to crowd agents, to be able randomly time shift smoke with agents. Any ideas will be appreciated, thanks!
  14. Hello everyone. I'm setting up a crowd scene for a massive battle scene. There are a lot of props inside the system and corresponding materials assigned by "style sheet" however when I scrub or play the timeline maps vanish. They don't get erased they still show up in render however the viewport shows default grey material. How can I fix this?
  15. Hi all, I'm exploring Houdini Crowds and would need FBX cycles to test my scene. Can someone point to online FBX resources or any personal FBX cycles, free to use for testing and learning. Thanks in advance
  16. 我需要让人群朝向我的目标物体(只有旋转,没有位移),我的目标物体正在移动,所以我该怎么做,伙计们? (google translate): I need to make the crowd face my target object (only rotation, no displacement), my target object is moving, so what should I do, guys?
  17. Hi so Im stuck here... I have this basic setup, with ready to go agent its work well.. I now need to switch Agent geo to a custom "Fatty" one.. So I bind it to a joints from agent setup, "baked agend" but it looks like whole new geo is binded to just a root joint... Cant figure it out. H17 B. Custom_Agent_Help.zip
  18. Hi, is there a way ro reach texture from Agent materials? opdef:../..?clothing_`padzero(3,ch("../../texture"))`.jpg I need just slightly edit it... Thanks BK
  19. Hi there, I have setup a transition to go from clip A to clip B but I have a third clip that I need to transition into after clip B ends. I'm looking for a way to transition from A to B to C. I am using the Transition Graph to currently go from A to B, it works wonderfully! Any ideas on how to add another transition would be appreciated
  20. Hi, I'm trying to find a way to export nested .ass files - for example with a crowd. I can get a crowd exported using alembics using this method - but I was wondering if anyone could point me in the right direction for exporting, say, each agent as an arnold procedural within a single arnold procedural i.e. nested. cheers
  21. Crowd Training Sources

    Does anyone knows a decent training source for learning fly crowd simulations in Houdini?
  22. Crowd tilt avoidance on terrain

    Hi, I have little agent insects on a rock, sitting on flat ledges. I'd like them to wander, while avoiding steep slopes of the terrain. Does anyone know the best method to go about this? (FYI I'm fairly new to crowd- I was imagining I'd need a pop wrangle to use a look-at function, which would estimate the possible future tilt, then apply an avoidance force.) Any help is much appreciated!
  23. Hey everyone. I was curious if there was a way to break constraints with an agent layer once they convert to ragdoll. For example, a crowd agent holding a sword, once hit becomes an active ragdoll. The sword is bound to the agent via an agent layer node. In DOPs, I'm trying to access the sword layer to tell it if state=ragdoll, sword's active=1, so that he lets go of his sword and it interacts with the rest of the sim as it falls and takes on any velocity from its original movement. Currently I can't find any attribute for the prop layer once the agent is packed and ready for dops. The only way I can access it is by name once it's unpacked, but this gets super slow and won't work properly in DOPs. Anyone know if what I'm trying to do is even possible? Or if there's a better way to do it? Thanks!
  24. Crowd Sim Popping

    Hi, I've been playing around with the demo crowd sim setup inside Houdini and wanted to setup my own based on this. I used MakeHuman and Mixamo and setup a character with animation. I got all the parts working but for some reason the animation on my character pops like the rig or cache is breaking. I've narrowed it down to being something about the retiming being done in the crowd sim but I have no idea what the actual problem is or how to fix it or even what to search for. Any ideas? Attaching my scene just in case. sim_test_v02.zip
  25. I got a crowd cached sequence files and an agent folder(with bgeo, rig, clips, etc). File SOP is throwing an error, can't read the sequence and finding the agent path. "Unable to read file: < cache file path >" (this path is correct, it's on my system) "Error loading the rig. The following paths were searched: < agent rig file path >. (nearbyte offset 408663, line 1, column 408634) Backend IO" (this path is pointing to the agent file on another system) I noticed if I click "Delay Load Geometry" the SOP doesn't give error anymore and the spreadsheet shows the content. But I don't see a primintrinsic or something I could edit to make it point to the correct agent files path. I gave it a try with "Packed Disk Edit" SOP, but no luck Where can I access the packed agent external reference and edit it to point to the folder on my system? Thanks
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