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Showing results for tags 'agent'.
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Hi there. I have a problem using fbx animations with my crowd agents. I downloaded characters from mixamo.com and several animations from the same source as fbx files. Now I want to use these fbx animations for my agents. What I tried is to load the fbx files in the agentClip node but that does not work. I suppose because the names of the joins/points is different, e.g. the agents skeleton is named like this: mixamorig9_Head whereas the same node in the fbx is called: mixamorig12:Head. Then I thought it could be a good idea to rename the points and I used a fbxAnimImport, renamed the points, added a motionclip node and used this as input for my agentClip node what seems to work. But to be honest, this seems to be a little bit complicated and I wanted to be sure I'm doing the right thing or if these is a simper way to use fbx files with agents especially if I want to use the same fbx anims for a few more agents. Or maybe I simply do not have the correct workflow yet, I'm still learning crowds.
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Hi all, Has anyone had any luck attaching baked cloth to a crowd agent or clip? I'm able to break out the cloth post-crowd sim and sim, however I have a very large number of agents that get close to camera and it is way too slow and I am hitting my machine limitations. I'd like to be able to bake out the cloth and add it to the clip animation so that I do not need to simulate it all after the crowd sim, however I am not sure on how to do that as all the Agent Clip options seem to only let me modify the rig animation. Has anyone successfully done this? I've tried copying over capture attributes from KineFX and saving as an FBX, but that doesn't seem to save the rig. Thanks in advance for the help!
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Hello, How can I modify the mesh (or skin) of my agent, I did some modification but I don't know how to integrate them...to the agent setup. https://i.gyazo.com/a2b5ef75d58494087bb1ae142ff7a941.png Thank you for your help. Séba
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Hi guys, I am learning crowd simulation at the moment, which is suoer fun. With the premade Mocap Bipeds, all works fantastic. But when I create an agent out of an FBX from Mixamo, it gets super weird. When I try to set up everything for the ragdoll, the collision layer shows me that bones are missing. Why is that? Did you ever experience that? Also the question? To I always have to set up the joints from scratch? Is there no autmatic mode that kind of defines the moving angles? Thank you so much!! Patrick
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Hi, I'm working on a multi-agent crowd setup and am wondering if anyone has any insight into how to properly alter clip settings when multiple agents have the same clip name? for example, I have AgentA --> walkClip AgentB --> walkClip Right now, if I add a crowd state called 'walkClip' to my crowd simulation both of the agent types work correctly with it. My issues is if I want to speed up the cycle for AgentA, and slow down the cycle for AgentB each in their own crowd state node how would I go about doing that? Currently I can only seem to change their properties together in the 'walkClip' agent state node. I've been reading through the docs, and it seems like houdini understands that they are different cycles by pairing them with their agentname attribute? On a previous project I worked on I noticed that one of my agents was importing it's cycle name using the full name of the bclip on disk - this would separate the cycles enough for me to modify their speeds independently, however with this new project I'm not sure how to get them to pick up the full bclip name at the agent load step - anyone have any ideas how you could trigger this? eg: 'AgentB_clip.walkClip.bclip' instead of 'walkClip' any help / insights much appreciated. Thanks!
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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!
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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
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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?
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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
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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
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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
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Ok, I will try to explain what I want to do and what I am getting instead. I know the fundamentals of building crowds in Houdini, what I can't seem to figure out is how to use multiple agents or clips in a scene. I have two separate FBX files that I exported from Cinema 4D, both are 90 frames long with similar animation but just a little different. I want to bake these in a ROP Network, in two Agent Drivers(not agent SOP), connect to a Merge node and hit render. I hit render and it creates the proper file directories, YAY! Then I want to take a Agent SOP and combine the two clips in that one Agent SOP and connect that to a Crowdsource. The problem is that only one clip plays correctly, the other clip is smashed and glitchy, its not correct. I also get a caution warning that reads something transform tracks differ regarding the two clips I am trying to combine. What can I do different? Is there a work around? Have I no clue how to export FBX files?
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Hi everyone, Here's a weird one: I am trying to use the crowdsource to copy a simple agent animation on a point sim. It is basically a swarm test. Now the problem is that when I try to render my agents they render as boxes. So far I have done a couple days of research but I didn't seem to be able to find a solution or anybody with my same issue. The simple answer that I gave to myself was "use the copy sop with some timewarp stamping for each point" but the copy sop gets too heavy to quickly. Does anybody have an idea of what am I doing wrong? I have attached a zip file with the hip and the fbx of the bee animation. Thanks for your help! bees_test.zip
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hey all another crowd question - is it possible to make the crowd drop the weapons they are carrying when they collide with my object and turn to ragdolls? It only seems to be stuck in the characters hand and it would be awesome to put layers like weapons and helmets on them and have all that fall off when they are hit with my object? right now my agent has an agent layer in that is pointing to the hammer mesh i built (simple shape built in another sop network) - its constrained to the hand nicely but how would i get those to disconnect when the character turns to ragdoll? Would it be another trigger setup?
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Hi, I'd need to be able to render the agent proxies of the crowdsource node Thoses proxies are present when you don't connect an agent to the crowdsource node, but they won't show up when rendering. Is there a way to have them rendered? I'd need the cone+sphere only (not the ground circle+line) thanks ! *edit* I dived-in the crowdsource node, and found out where those proxies are made, but I can't really see how to modify the settings, and can't even see any setting that prevent them to be rendered :/ please help : /
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Hi guys I'm using Houdini 14.0.335 and I am trying to get a crowd to look at an object I created the default crowd and Ihave tried using the shelf tools for Look at but the head doesn't turn to face the object, getting them to look at a position but that doesn't work too Thank you! Ronald