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Found 90 results

  1. Agent mesh modification

    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
  2. 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
  3. Houdini crowd attract

    I was wondering if anyone might be able to help me with trying to do something with a crowd simulation I have 2 different crowd sources and I want them to be attracted to 2 different targets, would anyone know how to do this?
  4. fuzzy obstacle sense

    is there anyone who knows how does the fuzzy obstacle sense node work? I need a simple example
  5. Hello all, I'm struggling with a crowd setup... The goal is to stop the first agents when they reach the box, then stop the agents behind them when they are close enough to other stopped agents. So the stopping ripples outwards in an infection type way CROWD TRIGGER 1 The first crowd trigger stops agents when they reach the box and adds them to the "ObjStopped" group, removing them from the "Walking" group. CROWD TRIGGER 2 (problem) I think that, once they are removed form the "Walking" group they should no longer be ignored by the "ignore same group" checkbox in the second, particle proximity, trigger and therefore agents in the "walking" group that are clsose enough should be 'triggered' and also stopped. I feel sure that this should work but it does not. I know the trigger itself works because if I untick "ignore same group" all the agents will trigger into stopping imediately. I can also see in the spreadsheet that agents stopped by the first, bounding box, trigger do leave the walking group Any help, greatly appreciated. Scene file attached CrowdTest_03.hipnc
  6. 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!
  7. Tribe is a framework and toolset, which allows the importing and rendering of Houdini crowds in alternate DCC's and renderers. Please visit http://tribe.chunkified.com for more information and contact details.
  8. 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
  9. I have 1 long fbx file with different animations in that 1 file. That file and clip name is called actions In clip properties I created slices of the cycles i need like idle1, idle2, cheer1, cheer2, etc In the transition graph I setup up all my transitions like idle1_to_cheer1, idle2_to_cheer1, etc. I tested it with test_sim node and all the transitions work but I can't seem to randomize the initial states in the crowdsource node. In the crowdsource node it doesn't pick up these virtual clips (idle1, idle2, idle3, etc) I made, it only finds the first clip called actions which contains all the actions. I want to randomize my initial state with my idle clips. I'm not sure what I'm doing wrong here. Is this the correct workflow for using clip properties? Thanks for your help
  10. Crowd Agent Collision

    Hello guys . i'm new in the Houdini Crowd , i create two different agent and forced side to side , but i don't have any collision between agents , also active Ragdoll feature in DOP but get nothing . any help i'm really appreciate for my issue . houdini : 18.0.532 Thanks Crowd_Collid.hip
  11. Hi, Is it possible to use more than one Agent Layer at a time? For example, I have an Agent with naked skin geometry as the default layer. I want to add a random shirt, and random trousers and then random shoes. However, the randomize layer in the Crowd Source node only allows picking ONE layer at a time. Any tricks out there that allow this? Many thanks, Dan
  12. Houdini Crowd Locomotion Issue

    Greetings there!!! I'm having a strange issue with Houdini Crowd in 18. I'm using MOCAP data from Mixamo FBX and have multiple animations. Ive configured the crowd but unable to get Locomotion if the Skeleton is Exported as InPlace from Mixamo. But the Locomotion works if I export as Locomotion and then "Convert to In-Place Animation".... Dont know what's Wrong.... Any Solutions???? Regards
  13. Hi eveyone, I'm hoping to get a little help from a Crowd person on here. When making an Agent, how do you get different parts of the geometry to be different Agent Shapes? Let's say I have a mesh from an FBX. The mesh is a single piece, however the primitives have an attribute called @shop_materialpath I want all the primitives with @shop_materialpath = "shirt" to be one Agent Shape and all primitives with @shop_materialpath = "skin" to be another Agent Shape, and so on. Am I making sense here? If any kind person can help me, I would be grateful. Many thanks Dan
  14. Hi, I am attempting to make an HDA for Crowd in order to try using it in Unreal. I've used Houdini Crowds a bit but I'm not a Houdini super-wiz and I know even less about setting up HDAs. I could use a little help. I have got to a point where I have an HDA which accepts Agent Definitions in one input and some points in another input. That seems to work OK (in Houdini, at least. I haven't tried Unreal yet). Now I want to 'embed' my agent definition into the HDA. Is that possible? I have tried using the 'extra files' section, but I'm certain I'm not doing it right. How can you read the embedded files? I have read the manual, and tried the following: opdef:.? opdef:../..? oplib:.? etc, etc, and many variations., but nothing seems to work. How is it done? I include my test file if you can spare a minute and set me straight. Many thanks in advance! Dan HDA_test_v03.hipnc
  15. Hi, I'm trying to find a way to pin multiple iterations of the default biped to points of an animated deformed geometry, via the crowd system, but with the ragdoll activated. Actually, as if the body was literally nailed, hanging to the points, each part of the body moving accordingly to the point position, ragdoll on each. Like a dead doll whose limbs would move according to the support on which it's nailed… In other words : kind of similar to the effect of a copy to point operation, but where each copied body would benefit from it's own independent ragdoll effect, while every one sticks to its corresponding moving point. I managed to populate each point of my target geo with the biped, but the default behavior, when using the “populate” command, defines that each point is the spawn location of the crowd agent. Collision layer and joints, ragdoll is activated, but I can't find the way to pin each body to a target point, and make the ragdool work as I want. Maybe some of you masters of H will have some ideas on how to constrain each members of a crowd to a point, on a ragdoll state ?
  16. Simple Ragdoll Setup

    Hi guys, I'm working on a ragdoll setup where the characters are just falling. There's no transition between states. I did it pretty much from the shelf and now I'm stucked. Here's a couple of thing's i'd like to do: 01 - Get rid of the Walk State. Right now my setup have a Walk and Ragdoll State and I'm using a trigger to change states right on the first frame. It's working but can I keep this setup clean without this useless state? If I switch off the Walk state the characters get super messy and I have no idea why. My knowledge on crowds is really limited btw 02 - Custom Character. How can I put a character from Mixamo? I rigged this custom character there but coudn't make it work like the Mocap Biped 1 (I'll make a file showing the issue later. Can't share the one I have now) 03 - Mix some different models. I haven't even tried this and I have no idea on where to start. (Solved) 04 - Control the bounciness and friction of the ragdolls - the parameters can be controlled on the crowdobject 05 - Add initial random velocity for the limbs. Right now they're too rigid before they hit the ground Any of the questions answered would be really helpful on this work. Thank you RnD_0103.hiplc
  17. CG Master Academy is searching for active industry professionals using Houdini for crowd simulation to develop and teach an online course. Flexible scheduling with a 3-5 hour per week schedule footprint depending on class size. Minimum Requirements: must have 4-7 years of professional experience in feature film/animation and/or game projects and a current demo reel showcasing work specifically in procedural modeling. Preferable: Some experience teaching or training artists would be helpful in this role. Please send resume/work history, as well as a link to your website and/or demo reel, to jobs@cgmasteracademy.com.
  18. Crowd blendshape

    Hey wonderful people ! I can't figure out how to use blendshapes on crowd agents. When i use the agent button in the crowd shelf, my blendshape appear in the intrinsic attribs of my agent, also comes it's value. I manage to change that value with the vex function "setagentchannelvalue" but the shape of my agent doesn't change at all. Here is a quick example Thank you. Crowd_BlendShape.hipnc
  19. Crowd

    I would like to start the learning the crowd, which one would you prefer Goleam or houdini crowd Which has more pros and cons Excited to hear from you, Thanks advance
  20. Interaction between Crowd and FLIP Solvers

    Hi All, The interaction between Crowd agents and FLIP simulation is one way : agents clearly influence the FLIP Simulation, but I have troubles to get the FLIP Sim move my ragdoll agents. I have already put the Feedback Scale to 1 under FLIPSOlver / Volume Motion tab / Solver. I have seen that particles interact with ragdoll agents, so I have created a POP object and added a POP Solver. The POP object is feed with the particles of the FLIP fluid at every simulation time. And I add a mass and pscale attributes to the particles. Now I have a better interaction between the ragdolls and the FLIP sim... but my agents now start to act as "spaghettis" under impacts of particles... I have tweaked the constraints (CFM, position CFM, position ERP etc.) but I can't enforce the position constraints and my ragdoll are really streched... Any ideas how to solve that ? Maybe a better way to make FLIP and crowd ragdolls better interact ? Any video / course / lesson / ressource where people have played with that a bit ? Thanks for your help crowdFLIPtest_v1.hip
  21. A question about crowd transitions

    I've got a few animation clips ( clips 1 - 5 ) appended to my agent. Then I built transition graphics from clip 1 to all other 4 clips, and I see a little spider web formed while viewing the transition graph ( which to me means they can now freely travel from each other ). I then set up everything in the dopnet and randomized the initial clips on my source, plugged in the crowd transition graph into the crowd object and hit play, ready to view all my animations randomly transition between each other. But all the solver did was to loop each clip's initial state, and only the one crowd agent who started on clip 1 ran through all 5 clips ( I assume this is because I've actually set up all the possible transitions for clip 1). Which leads to my assumption that I need to build a transition graph for EACH clip to EACH OTHER clip for what I want to achieve to work ( crowd agents randomly transition between clips )? I might not have worded this question well, but I don't know how to make it more concise. Thanks!
  22. 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
  23. 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?
  24. Hi! I am trying to do simulation using crowd system. Agents should decide wich 1 of 3 splines to choose depends on smallest popgroup number in destination point. Could anybody help with VEX in popwrangle? Hier is a scheme attached. I think to use splines because houdini has not navmesh like unreal engine has. And navmesh as far I know just splits polygones and draw optimal spline on its chunks in direction of movement. This should simulate 3 lines in a shop. Agents should go where is not to much people waiting
  25. 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