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Found 13 results

  1. 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.
  2. 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
  3. 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?
  4. 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:
  5. 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
  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. 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! 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
  9. 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?
  10. 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
  11. 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.
  12. 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!
  13. Fishy Fish flock

    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.