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Found 17 results

  1. I don't know why there is no information, nor good examples of how to make two agents seek and interact face-to-face ( heading, good oriented) and have synchronized actions and reactions like in a fight or a conversation. Is it possible to do it with Houdini or is Massive Prime still better?
  2. Hey all, Trying to attach some clothing by using the biharmonic capture to put the boneCapture attribute onto my shape which in theory should get deformed with the agent animation, I just don't know how to apply it with an agent. Usually with kinefx I would do a bone Deform but don't know how to access that in the Crowd world. I've successfully transferred some sort of bonecapture attr onto the Jersey Shape, I feel like I'm just missing something simple. Here's some screenshots of my setup below: Thanks in advance!
  3. I'm getting significantly different behaviours between my transition testsim at SOP level and a custom crowd sim in DOPs. The triggers for the transitions between most of the different states in DOPs are set to run the loop only once (with the exception of running and walking). On both cases foot locking is turned on and in DOPs terrain projection is turned on. What I was expecting in DOPs was a result similar to the testsim in SOP level (testsim_transition.mp4). No idea what is causing this difference. testsim_transition.mp4 dopnet_transition.mp4
  4. Hi, I'm new to Houdini crowds, I'm trying to set up a stadium-like crowd. My characters start sitting down, then they transition into a standing idle for a little bit, then back down to a sitting position. I'm using some additional stand up and sit down transition clips in between. My problem is I can't figure out how to maintain my characters orientation as they sit back down. They start facing their normal direction, but as they sit down they all face in different directions. I'd like for them to end up in the same orientation they started. I'm assuming it has something to do with the locomotion orientation of the clips, but not sure how I can correct it. I'm loading the clips with locomotion node set to the Hips, and the locomotion orient set to leftUpLeg. I've tried other combinations/joints as well but no luck. Is there something I'm missing? I'm attaching a simple example, eventually I'd like to add a lot more clips for variation but would like to get this part figured out first. Thanks in advance! crowdtest.zip
  5. Hello magicians, I've been having this problem for a while. I've been experimenting a lot with crowds and today I feel I've hit a brick wall. So the problem is rather simple but seems very complicated to me. Long story short, my crowds have glitches for some reason and they don't loop. With Mixamo animation I feel like they are skipping a frame or something but I can see that the motion is not fluid, like they get stuck one frame. I have prepared a scene for you, a scene with a situation where the glitch is very obvious. If you open the scene and check out the "Crowds" node, above frame 200 everyone just loses their walk cycle and starts again from another point. In the same scene, I added my broken Mocapbiped 2 which literally snaps at one point and is not a loop. I just added it to the scene from the shelf and it's not looped. Isn't it suppose to loop? I feel like it should loop, and I messed something up. Why would you have a run cycle that's not looped. I feel like I messed something up but everytime I try to start a new crowd setup, tried all the tutorial and for me it's acting up. With a mixamo walk cycle, I see the agent being looped correctly but when I start making my crowd it skips a frame. It's been bugging me for a while and I think you magicians can have a better guess than I do. It's also annoying because the problem is not consistent. In the attached scene it heavily glitches, but with mixamo fbx it's barely visible but it's there. My guess is that the framerate is not synced with the animation's framerate. Somewhere I have to set up my agent's animation, but I don't see a control for this anywhere. I'm not necessarily a noob, I've been using it since h15, and the most simple problems humbles me every day. Also I have no one near me using Houdini... Thanks in advance. Crowd Setup Not Looping.hiplc
  6. I'm having an issue where my agents will move below ground during their blend through transitions. This happens using the State Blend on the Crowd Transition DOP or during the blend from a Clip Transition Graph. And it also happens when I set up my own dop net or use the Crowd Transition Test Simulation. I've got foot locking working and that kind of helps with the feet a bit, but not completely, and it also doesn't do anything to help the rest of the body moving down during the blend. Any ideas on what might be wrong? My guess would be something with the rig I'm using, but I'm not sure what to look for.
  7. Hi all, I am doing some crowd dev and am stuggling to get translating and non translating agent clips to work together in a crowd source. I have a single agent rig that is being setup to use several different mocaped animations (mixamo) in maya, I am retageting them so that all all fbx exports are on identicall rigs. I can write out all the clips and read them back in with the correct locomotion and foot planting channels so that when I read them in the agent sop I can toggle between the clips and everything is great. BUT when I plug that into the crown source and randomize the initial state, it appears only to read the locomotion channels of the agents currnet clip and then applies it to all the clips. So I ither have clips that arent meant to be moving start to hover around or have clips that are meant to be moving not moving at all. The only way around this is to then have multiple crowd sources, 1 for all the non translating clips and one for each other translating clip. Is this behavior correct or am I missing somthing...? I dont have FX so I cant take anything into dops. Hope this makes sense Many Thanks
  8. I have a suspicion this is a tick box somewhere and I just can't find it. Is it possible during crowd setup to include mirroring as one of the randomization options? currently all of my guys are carrying their weapons in their right hands. is there any sort of way to mirror some percentage of agents and their associated clips so they are left handed?
  9. Hello people I am fairly new to houdini, and I am trying to set up a crowd sim with ragdoll effect. I have prepared everything according to tutorials I have see online, and keep getting error messages in regards to the constraints. here are some screenshots:
  10. Hi Guys! I am having a issue with crowds. So in the simulation have setup I have set the velocity and heading to be random in the crowd source. Although there is a specific agent I wasn't to direct where to start walking. I am finding that this isnt possible if you have set the velocity and heading to random in the crowdsource. I have attached a file, apologies i have baked the agent into the file so its little larger then i would like. Any ideas would be greatly appreciated Thanks!! Josh CROWDDIRECTIONTEST.hip
  11. 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?
  12. 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
  13. Hi! I am currently working with H16.5 crowds and rendering in mantra, but when it comes to motionblur, the agents dont seem to have their own deformation blur, but only the velocity blur of the packed prims/pts. I attached a rendered image here, where you can see the problem. The wings flapping is pretty fast, so that should be visible in the MB actually. Is this not working in houdini for packed agents? Unpacking them to get actual geometry is not a solution for me now. Faking it with RSMB is also not an option since it generates bad results. Any ideas? Thanks a lot, Sebastian
  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. Decided I'd learn how to work with the Houdini Crowd system by actually making my own agents from exported character animations out of World of Warcraft, but the main problem I've got is that since all of these clips started off without any locomotion, I need to figure out how you actually get that back in. Agent Edit SOP appears to work in the viewport at least...I can translate the character over the course of their walk cycle and reorient them (they start facing X instead of Z) but yet when I feed that into the Agent ROP it doesn't seem to stick. Not a ton of info out there sadly for working with custom Agents in H15.5, and even worse is that these particular FBX files explode if you try to Import -> FBX them which makes this all potentially a lot more difficult. Has to be loaded up via Agent SOP.
  16. Hello fellow Houdini users! I am using the Houdini Crowd setup. I am trying to trigger a state change in fish from a fast swim to a slow swim. I understand that using the triggers and transitions I can get animation clips to smoothly blend together over time. However I can't get the crowd steering nodes to transition together smoothly. Beneath my fast swim and slow swim states I have separate chains of crowd steer nodes, one that has low drag and high movement, and the other with high drag and low movement, and they then feed into the 'merge states' node and then into the crowdsolver. But when the transition is triggered there is no interpolation between these states, they immediately switch over regardless of the transition duration. Does anyone know a way I can get a smooth transition between two separate crowd steering states? Thank you for your help!
  17. Hi there! My recent finished work where I used VEX to create fish flocking model. Difference from basic boid flocking model is that I made fishes to be aware of their front, right, left, etc and they turn towards their goal considering this. You can see it in Cohesion - fishes try to reach point in the middle of the screen. When point is behind they try to turn towards the point making circles, instead of just swimming backwards. Obstacle avoidance was done using sdf volume. After simulation was done I smoothed it a bit inside CHOP. Fish animation respect speed changes. Also fishes can bend depending on their velocity change. Rendered in Mantra, composed in Nuke.
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