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Found 31 results

  1. Hey guys, having trouble getting a ragdoll simulation to work, I have everything set up working great except the collisions on my mesh. It looks fine in the preview, but then joints stick together and the feet fall off and stick to the floor. Any ideas?
  2. Hello, I'm threading new ground here, trying to "get" crowd sims. I've done particles, fluids, FEM, and RBD so far and I aspire to orchestrate a whole horde of people running down the I was playing with the set up, but I couldn't find out how to add vertex animation into it. I have 2 fbxs that I prepared, of a simple vellum cloth ball that's been retimed to look like its bouncing and jiggling in place. I'll add them to the post. Now, my main question is about how I'd go about getting that info into the agent. Is it even possible? The whole crowds system seems to be awfully "bone centered". One solution I could think of was to use the game tools skinning converter, but that is absolutely sub optimal, as I'd lose the wrinkles of the ball. I saw this thread: https://forums.odforce.net/topic/32029-crowds-with-marvelous-designer/ In which user ATOM pointed out you can use MDD caches, but if that's the case, how do you generate a .mdd, and integrate it into the sim? I'm really curious as to what you guys have to say. I'm not afraid of VEX so don't hold back on that front haha -- ball_walking.fbx ball_idle.fbx
  3. Hello everyone! I am relatively new to Houdini, and I am having some difficulty figuring out how to use Houdini 17's crowd system. It's a bit different than 16.5, strange things are happening, and I am not sure why. I am using my own character models and rigs, and I am having difficulty getting my animation clips to play at the appropriate time I set in the "crowd_sim" transitions. My process is as follows: ⦁ Import each clip as a seperate FBX or Merge ⦁ Bake Agents ⦁ Go into agent node, ctrl click "Collision Layer" in "Crowds" dock ⦁ Add collision capsules for main bones ⦁ Put agent to "rest" pose when finished ⦁ With "Build Collision Layer" node selected, ctrl click "Configure Joints" in "Crowds" dock ⦁ Select Agent, click Populate ⦁ Select crowdsource, click simulate ⦁ Under crowd_sim, go to "crowdsource" (POP Source node) ⦁ Go to Attributes, set Inherited Velocity to 0 ⦁ Go into crowd simulation node, add transitions Any help or suggestions are needed and would be appreciated, thank you!
  4. Hello! I'm searching for a way how to make agents step on other agents. As I can it imagine, it has to be something like agent state changes to ragdoll, and agents moves to collision geo(?) and other walking agents can step on it. I hope there's a smart way to do this. Thanks!
  5. I'm trying to add pop forces to ragdolls so they flail their limbs a bit however my pop force seems to have no effect (though gravity does..). I've attached a simple scene falling_mlb_v001.hiplc
  6. 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
  7. Trigger a state with another state

    Hello ppl. I'm still messing with my new interest on crowds and got stuck in a situation. So i have 10-15 agents in 'idle' state and among them 3 random agents change their state to 'headshot' ( I'm using pop groups set to random). Now i want the rest of the agents to change their state to 'scared' soon after 'headshot' state is triggered. Here's what i've tried.. 1. Made a group/attribute when the headshot state is triggered and use that on the crowd trigger vex. Did not work... i@trigger = 0; if (@group_groupname or attribute == 1){ i@trigger = 1; } 2. Used the state trigger expression directly on crowd trigger. Nope. i@trigger = 0; if (s@state == "headshot"){ i@trigger = 1; } The only expression that works is with @Frame. I have to manually find the frame where the agent get triggered to the 'headshot' state and enter it. Moreover my next step is to trigger the 'scared' state by radius/proximity. Any help or ideas is appreciated. Thanks!
  8. Hi all, I am working on a horde of spiders crawling around and would really love to utilise houdinis crowd workflow. While it all works very well on classic terrain, I am looking for a solution to get them to walk on walls and eventually ceilings. From the help: Houdini crowds currently do not support multi-level terrain. ...You cannot have a terrain object with underpasses or structures with roofs. Agents will always snap to walk on the topmost surface. ...meh But maybe, somebody has a hack to get the agents to do just that? Maybe a custom pop sim, but still utilising the agents and different states? Doesnt need ragdolls or transition logic. I guess, worst case is saving out .bgeo sequences and instancing on a custom sim. I attached the file in the .gif with an agent and a clip if somebody wants to take a look. spider.crowd.wall.overhang.zip
  9. Control crowd source randomization

    Hello, Widening my houdini knowledge and getting to know crowds here. So I have an agent with multiple layers like, an agent holding a sword and shield, just a sword, holding nothing etc. with multiple running states. The crowd source randomizes everything which is great, but i have few running states where the shield and sword overlap because of the randomness. Is there a way to make a particular layer only use a particular state all the time? Or creating a new agent primitive for that is the only way to go? Thanks!
  10. Rendering Crowds in Renderman

    Hi everyone I have to render out a crowd scene using Renderman 21.6 however I can't get materials to work using the material stylesheet. I can apply a material directly to the crowd source node, but I want different materials for props. Could someone help. I've looked through the Renderman forums but found little. Thanks you
  11. hope I can get some guidance, needs some help. Crowds agents animation pops when using random clip time and in sim. but in the crowd's source, the animation doesn't pop when I disable the randomize clip time. any idea why this would happen.
  12. Hi. I don't know how many people actually go crazy with crowds and render them but after simulation fun, all the flipbooks, there's rendering nightmare. I solved many issues but this just beats me - does anybody know what could be the cause of random parts of the agents disappearing? The smaller ones, knights, are taken from Mixamo and they never flicker, but the bigger ones, baked before and and all that stuff, just go crazy. Some of them are ok the whole time, some of them partially disappear and reappear. I'm out of ideas. They're ok in the viewport. Some short videos: https://youtu.be/gxx_bYH19Hk https://youtu.be/jCpBqh-GAb0 I've attached a screenshot. Is it the scale problem? (they have a scale of 3, with some randomization). But why do we have scale then... I put them in separate network, so after the sim each group is in its own GEO node, because at first it seemed to solve the problem, but no - different frame and it's back again. I've reopened the scene, restarted the computer, rendered several times. I've removed the shader, changed it to simple Principled Shader without any adjustments - nothing helps Any tips are welcome.
  13. Hi every one, I have imported a Crowds "ass" file into Maya from Houdini. I come in just fine but when I render I get this error // Error: /obj/agent_source:polygons: parameter vlist is an array of type POINT, not VECTOR // // Error: [polymesh] /obj/geo1:polygons: out-of-range UV index // I don't have an attribute called vlist. and i would delete all that attributes. and still get this error. I was wondering if it was the shader search path. but I think I found the right location. after forcing the render with a region a few times I get a null shader on the crowds. any thoughts? thanks Angel
  14. Crowds with Marvelous Designer

    Hi guys I'm wondering if it's at all possible to use an animation cache from Marvelous Designer as part of a crowd agent. I've animated a character to run in place and brought him into marvellous designer so I can record some clothing animation; however, after I export it from MD and bring it into Houdini as an FBX file it loads in both meshes but only retrieves the running animation and not the clothing one. If somebody could help me with this it would be greatly appreciated. Thanks, Jason
  15. bake agent for crowds

    HI I import fbx to houdini for making my crowd agent and when I want bake the fbx, during baking I get warring massage : SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/Hips_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftUpLeg_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftUpLegRoll_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftLeg_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftLegRoll_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftFoot_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/LeftToeBase_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/Hips_bone1/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/Spine_bone/bonelink' ignored. SOP_Agent sopGetRigNodes: Animated geometry on '/obj/Motus_idle01_fbx/Spine1_bone/bonelink' ignored. ... and more ... SOP_Agent sopGetRigNodes: Total 79 warnings. what is the reason of this warning massage? and How I can prevent it? thanks in advance
  16. Hi, I've setup a lot of materials with overrides and stuff for crowds in Material Stylesheets. I have several shots, so they are in separate Houdini files. Usually copying a node or other types of info between Houdini instances (for example you open 2 .hip files and copy from one to another) is great but it doesn't work with Material Stylesheets. I've added a Style Sheet Parameter and tried at least copy the Styles one by one but it doesn't work. Do I need to setup everything again in another file?! That's like an hour. Imagine having 10 shots... Any ideas? There has to be a way Edit#1: Amazing how often you post something and 1 minute later you come up with with a possible solution If anybody is interested - instead of adding a stylesheet parameter to an object you can create New Style Sheet at the top - and this one will let you view the code and save it (View JSON->Save). Then you can import than in another file. Strange you cannot do it in the Stylesheet Parameter added to an object. So it's not perfect - because once you import to the global StyleSheet you need to copy and paste inside the .hip file you're now in, to the object you want to have the stylesheet. Or as I can see you can go to the Imported Files section and reference it there. Well, there you go
  17. Crowd Sim - Army Men

    Hey, just finished my first project involving Houdini Crowds. I'm still working on the comp but majority of the shot is finished!
  18. Hi guys, I'm trying to come up with a solution to cycle through animation cycles and instance them onto points. Basically I have a few alembic animation cycles (exported from maya). They all loop seamlessly. They are a butterfly waking up and taking off. The first cycle is: opening his wings and getting into position 1. The second is a resting state, minor wing movements, and staying alive. and the third is a flutter and take off. The idea is to populate the butterfly onto points, have them cycle through the animations, and then have the points fly away taking the butterfly with them (on the third fly away cycle). I am just having problems coming up with a nice and neat solution for having these cycle through the animations. Idealy it would be great if I can find a way to have control to stay in the second state a bit longer on some then others. I hope this makes sense. If anyone has any idea this would be fantastic!! Thanks in advance Rob
  19. Hi, So I've hit a wall while building my crowd sim. I've learned how to get agents to transition from one state to another but what I haven't been able to figure out is how to get some agents to transition into one state and other agents to transition into a second state off the same trigger. For example: -> Starts in Idle state --> After 1 second transition into walking state ---> After two seconds some agents transition into a jogging state while others transition into a sprinting state. Then from there more random agents transition into different states and so on. ________________________________________________________________________________________ I've thought about maybe separating my agents into different groups and subgroups or using more than one crowd source but I'm worried that it might get too complicated and cause odd behavior. I went through most of the crowds example files on its shelf tab and they were super helpful. The Stadium one in particular had something that I thought could be it but I don't have much experience using VEX expressions, I attached a snapshot from inside that examples CrowdSim. One of the crowd trigger nodes is named: crowdtrigger_half and has this code on it: // setting i@trigger to 1 will enable // setting i@trigger to 0 will disable if (@ptnum%1==2) { i@trigger = 0; } else { i@trigger = 1; } ______________________________________ I think it's saying if the point number 1 is equal to point number 2 then disable the trigger, else, enable it. Is this the way I should be trying to build my sim or do I have it all wrong?
  20. 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?
  21. 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
  22. Hi, I am just starting to R&D a shot with a stadium crowd performing a 'card stunt' (http://io9.gizmodo.com/the-amazing-colorful-flip-card-propaganda-mosaics-of-n-1051426231) So, I have made some agents with a card assigned as an Agent Layer. I have got the agents animating, transitioning and with random textures applied. So far so good! I am having difficulty assigning random material to the cards. Is there a way to do this? I can't seem to find a way for stylesheets to isolate the cards. Many thanks for any help with this. Dan
  23. Crowds Ragdoll

    Hi all I'm trying to make a bunch of people run/jump out from a cliff. However, trying to follow some video tutorials. Every time I have baked my agent and want to setup "Collision layer" and "Configure joints" something goes wrong. I'm using an off the shelf Mocap biped 3, and as soon as I do the collision layering and joints, nothing gets selected automatically as in the videos. If I select and setup the joints myself, as soon as I simulate, the head, legs and what not pops right off and everything is chaos. Can anybody explain me how to do this properly. Never worked with Crowds before. Thank you so much in advance
  24. Hi Houdini friends! Has anyone dealt with crowd simulation with stairs before? I tried to use terrain projection, and I was getting weird foot positions, also when agents are going up and down there is always a very abrupt change of position. Another thing is when the agents are going upwards, there is always a lag in position updates. Attached is my scene files, any help will be really appreciated!!! Thank you so much!!! stairs.tar.gz
  25. 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.
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