Jump to content

Search the Community

Showing results for tags 'crowds'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • General
    • Lounge/General chat
    • Education
    • Jobs
    • Marketplace
  • Houdini
    • General Houdini Questions
    • Effects
    • Modeling
    • Animation & Rigging
    • Lighting & Rendering
    • Compositing
    • Games
    • Tools (HDA's etc.)
  • Coders Corner
    • HDK : Houdini Development Kit
    • Scripting
    • Shaders
  • Art and Challenges
    • Finished Work
    • Work in Progress
    • VFX Challenge
    • Effects Challenge Archive
  • Systems and Other Applications
    • Other 3d Packages
    • Operating Systems
    • Hardware
    • Pipeline
  • od|force
    • Feedback, Suggestions, Bugs

Found 48 results

  1. Hi I am trying to work out the feasibility of converting Massive generated crowd simulations into Houdini crowd setups. The motivation for this is quite simple; Massive isnt great for hair, cloth or integration with modern asset or rendering pipelines. But it is very good at generating great looking crowd performances. Whilst I know I can generate native crowds in Houdini, I really want the ability to take a Massive Agent and simulation, and convert it into an instanced Houdini setup so I can render efficiently inside of Houdini with prman and have environment interaction (dust hits from feet etc) and maybe in the future adding houdini generated cloth/hair on the pre-simmed characters. Is this a viable development task? I would love to hear any thoughts or comments on the feasibility of automating a conversion between Massive and Houdini.
  2. 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
  3. Crowd Sim support

    Hello all We're looking for a freelance Houdini artist to help us with some crowd simulations. I think it's relatively simple. Crowds need to form basic shapes (circles, rectangles, giant bar graphs, large numbers) and then dissipate. Remote / freelance needed in the next 2-3 weeks but sooner the better. Would love to hear from anyone interested, please let me know day rates and share any examples... Cheers Chris
  4. 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.
  5. Create logo with crowds

    Hello! I am trying to create something like this I have created the final state with the logo but I can´t get my agents to go from any position in the world to the letters. I have tried using the target position preset but can´t get it to work. Any help or advice would help me a lot. Thanks! crowd_logo.hip
  6. mixamo crowds

    Hi all, some help needed with crowds and fbx (mixamo). I'm trying to set a simple crow solver. It works fine with the built in mocap, but when importing a mixamo fbx, then I can't get it to work. What am I doing wrong ? here is the file: https://drive.google.com/.../1IYXwa3ZQ1a4wDBWKCuO.../view... Thank you for your help!
  7. 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?
  8. using the mocapbiped3 presets in this example... and foot locking/terrain adaptation works but tried to do it manually by selection the left/right leg joints and then creating the chop network ... gives me this ankle and toe offsets are not being set properly.. which brings me to the obvious question in the mocapbiped3 ( or 2 or 1) preset.. why is the left offset different from the right ? what is the workflow to get foot locking to work if you have a custom character ?
  9. Crowd Transition Help

    I have am testing the transition between 2 clips in a crowd sim. I only have those 2 clips enabled, and I can see that they have a connection in the Transition Graph. The problem occurs when I queue the transition on a specific frame. Houdini is telling me that the frame Clip B is similar to Clip A is on frame 435, but I know that the frames don't match up until 438, and I can't work around it. If I try and set up a custom transition at 438, the transition is just skipped. Anyone know a way to either force the transition to happen at the appropriate frame, or tell my why Houdini is interpreting my clip incorrectly. Thanks!
  10. 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
  11. Hello wonderful people of ODForcce! What would be the best approach to export large amount of agents(10 000) / agents in general, to USD. Without unpacking. Is it possible? The "bakeskinning" lop node sorta works, but houdini crashes after exporting a couple frames. Cheers!
  12. 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:
  13. Hello everyone! I am trying to do a simple thing but it seems like I am missing something. I want something similar to this: But instead of controlling it by pscale, I would like to take the bounds of my instancing objects and make them get away from each other if the bounds of the instanced object is bigger than the distance between the points, or maybe deleting them as well. I am trying to do this just to scatter some crowds in a field, is there is an easier way to do that, it would be nice to know as well as I am quite new to crowds. I am attaching a simple example file of what I am trying to do. Crowd_RND_01.hip
  14. Hi, so im trying to make a stadium crowd in houdini with 2 diferents agents and 3 clips per agent, i tried doing the sim with the states name as the clips but some agents broke, but in the crowd source looks great, ive seen that i may fix it having one agent per clip but i will like to make transitions.. and in the houdini examples they use 1 agents with layers, or 2 agents in diferents crowds sources. btw all the animations/rig are from mixamo. Thanks and sorry for my broken english.
  15. Hi wonderful people of OddForce. How would you go about constraining an agent to a rigid object (not an agent but regualr rbd/bullet object), in a crowd sim?
  16. Hi, Some R&D about the Crowd system. Ultimately, I want to recreate a shot from World War Z (more or less a zombie pyramid, where they are crawling over each others, but "realistically", without too much interpenetration). For the time being I am testing a much more simpler setup to allow agents walking over other agents, using regular nodes and limited code. In this scene I try to recreate the AdaptGround Behavior of Golaem crowd system (http://golaem.com/content/doc/golaem-crowd-documentation/adaptground-behavior) : my "troops" agents can walk on dead / ragdoll agents. For the time being, the dead agents are only taken into account for terrain projection, not yet terrain adaptation / foot planting. If anyone has ideas about that - foot planting and particularly floot planting on uneven ground - , I would be happy to learn or explore these directions ! :-) I have opened the agent_util.h, terrain_adaptation.h, terrain_projection.h ... VEX code used by the crowd system, but foot planting remains complex and doesn't seem to be easily hacked... (by the way, I have used some code coming from there for this setup) MORE DETAILS ABOUT THIS SETUP : - In DOP, I duplicate the ground with a poly version of it (convert heightfield to poly) : this is an object that I call "offsetTerrain" - In DOP, I duplicate the crowd geometry and keep only the dead agents : inside the crowd object (allow editing of content) I add a fetch data and duplicate Geometry into standGuyGeometry. Then with a SOP Solver, I delete all the agents except the dead ones (that happens to be ragdolls, but would work with any other agents). - I use the DOP data "offsetGeometry" of the object "offsetTerrain" in a Geometry Wrangle to create an attribute (@offsetDead) on each point of the farthest distance of intersection with the standGuyGeometry. - Using another SOPSolver, I blur the @offsetDead attribute created above, to smooth the trajectory of my future agents when stepping on the dead agents. - In the stream of the crows state of the walking agents, I add a POP Wrangle to sample the "offsetTerrain" geometry (2nd input of the POPWrangle), and get the attribute created previously (@offsetDead) - In the agenTerrainProjection1 node, I go inside and change the VEX code of the POPWrangle : I change parms.offset = chf("../offset"); with : parms.offset = f@offsetDead; Therefore, each agent has its own offset and virtually walk over the dead. testWalkOverDeads_vMocapBiped.hip
  17. 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
  18. 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?
  19. 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
  20. 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!
  21. 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!
  22. 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
  23. 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
  24. 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!
  25. 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
×