Jump to content

Search the Community

Showing results for tags 'Crowd'.

More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


  • General
    • Lounge/General chat
    • Education
    • Jobs
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 62 results

  1. 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
  2. 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!
  3. 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
  4. 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!
  5. 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?
  6. 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
  7. 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?
  8. 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
  9. 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
  10. 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
  11. 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
  12. Crowd Training Sources

    Does anyone knows a decent training source for learning fly crowd simulations in Houdini?
  13. 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!
  14. 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!
  15. 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
  16. 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
  17. Hello node friends! I have kinda of a problem when rendering crowds with motion blur. Since they are packed prims, I cant get my deformation blur to take effect. I'm loading a single rest shape as my base shape for the agent and rig. Then loading 15 fbx with just the animation. So far so good, it simulates the crowd, as all the transitions I need and so on. When it comes to render, I can get all my stylesheets working, but when I try to render with deformation blur, I cant only get it working when the agents are unpacked, any suggestions? I have my blur samples to 16 and geometry motion blur enabled. Sorry if my englando was bad or confusing. cheers
  18. OK, I have a crowd. I'd like to define a 2D bounding box for each agent from a given camera using the toNDC. I've unpacked the crowd, defined each vertex screenspace position, and now I'd like to put the minimum and maximum values back to the original crowd. I thought some kind of relation between to packed and the unpacked crowd, is it possible?
  19. Hello! I'm stuggling with texturing my crowd. Random texturing for the agents themselves works fine, but I've added shapes which I can't adress in the stylesheet. It seems like I'm loosing my primitive group when adding the shape to the agent layer. So my question is: How to keep the shapes primitive group when adding to the agentlayer? Or am I missing something and there is another way of applying (random) textures on the added shapes?
  20. Hello, So I have agents that are climbing using a locomotive clip. Each hand pulling the rest of the body up and the other etc. At the moment the way I have it having the pivot set to the hand joint for the first pull up. Then I'm using xyzdist to find the closest prim on the deforming object. Then I use primuv to have the agent hook onto that. This only works for the initial pull up, once it tries to pull it's self up with the other hand it just stays on the same location. I need a way to switch the pivot of the agent to another and keep the already moved up position of the previous frame when the other hand is locked in place. A more advanced way would be able to tell when the other hand is moving etc but i;d be fine with just inputting that data for now. Anyone got some ideas how I can achieve this. I've been trying to get this to work with solvers and getting the position of the other joint on the frame before it needs to change but using that to offset the next hand is not working. I think I was probably on the right track but my comprehension of the solver node is spotty and just gives me a headache.
  21. Hey folks! I'm working on a crowd scene. I set up an attribute to store unique RGB color for each generated agent. In the material builder I use bind parameter nose to incorporate the parameter. I set up the extra image plate too. It works properly with all other objects, but it doesn't work with crowd. I need the RGB color I need to control the RGB and also export it as a text file Cheers Szabolcs
  22. Hey, I have been trying to create groups from FBX subnet, which can be accessed after the crowd simulation done. So I can apply different base colors through Material Style sheet and I am also curious to know if I can export different groups of object to other 3D packages if I have to render it there. what I want to do is, I want to create primitive groups which can be accessed after unpacking the agent SOP. So I can access that data for further process. I somehow manage to make the groups based on the shaders applied to particular objects, but some of the shaders were not included in the groups, I would like to have a proper work around for this. Or is there any particular method to make groups during exporting the fbx from maya ? Thank you All.
  23. Hey Came to London to work for Crowd at MPC. Here's a summary of the challenges I responded to in Houdini: At the moment, I'm looking for the next thing to hop on. Most jobs for Houdini are VFX centric and I'm mostly a generalist leaning more towards geometry, rigging and motion processing side of things. Here's some public Orbolt Assets: https://orbolt.com/search/?q=probiner Building one right now to upload, to alike the matrix one, visualize arrays of vectors: https://i.imgur.com/ZPki1XN.png Let me know if there's something fit mid-term going be it for Houdini or XSI or even just if you're around and want to have a chat! Thanks
  24. I'm working on my first ever crowd and I'm trying to use the Look At node to make agents in a certain area look at an object. However, I noticed that unless I check the "Enable look at" in the crowd solver node, nothing happens (even if I use an "Look at apply" node). On the other hand, whenever I do check the "Enable look at" (even before I plug in the actual Look at node and specify the object), all of my agents heads turn and twist a bit. I tried using the group to limit that twisting, but to no avail - it seems like the group actually looks at the object, and all the other guys get changed just a bit. I don't want that! I want the heads of the guys outside of the area to remain normal, without the random twists. The fault is for sure not in the group. I tried both the shelf tool and the node.
  25. Hi all, I'm building a crude crowd-like system using POPs and I'd like to copy my imported walkcycle on to the particles with a random timeoffset. The old method of copystamp with a timeoffset value on a timeshift node works - but it's really slow. I've been reading up on the for-each / compile block method but I'm unable to compile timeshift or file nodes. So my question is - is it possible to do it with a for-each/compile setup or am I stuck with the old copystamp method?