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Found 18 results

  1. 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
  2. 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!
  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 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...
  6. 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!
  7. 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
  8. 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
  9. 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
  10. 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
  11. 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
  12. 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?
  13. Hey, I am attaching a shape to my agent's hand (via agentlayer). Is there a way to disconnect the shape from the hand and make it rbd (as to drop to the floor)? Thank you!
  14. 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
  15. 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?
  16. 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 : /
  17. H14 crowd looking at an object

    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
  18. I need to create a medieval crowd, anyone have information tutorials or ideas to customize a agent like that? Thanks wanderson