RyanReignRuiz Posted May 16, 2016 Share Posted May 16, 2016 (edited) Hello, Does anyone have a solution for creating dynamic cloth simulation for crowds? For instance, a crowd running with flag poles using a prop following the crowd agent layering method? If someone can accomplish a dynamic cloth asset with either .abc cache file or houdini cloth for crowds I would love to hear your technique. I have included: flagTest.abc (nCloth flag animation on pole), screenshot showing example method for using using .abc assets for crowds, tutorial for agent layering method for crowds, and tutorial for constraining houdini cloth. Can anyone manage to get flagTest.abc be used by the biped character 2 for Houdini crowds? Thanks! flagTest.abc Edited May 16, 2016 by RyanReignRuiz Quote Link to comment Share on other sites More sharing options...
kungFu Posted May 19, 2016 Share Posted May 19, 2016 If the end result you want is the same as the last image in your post,with all the flags having the same orientation, then just attach the alembic as prop via the layering. Once it's output, just add a timeshift on with an expression to shift the flag sim around so each flag gets a different chunk of animation. kf Quote Link to comment Share on other sites More sharing options...
RyanReignRuiz Posted May 19, 2016 Author Share Posted May 19, 2016 Hello Kung Fu, Were you successful in this method? Alembic files can not be used as a prop in agent layering. Using that method, my results had a static flag. Thanks! Quote Link to comment Share on other sites More sharing options...
kungFu Posted May 20, 2016 Share Posted May 20, 2016 hmm...no i was just guessing. I just did something similar with Golaem. Can you put the file up with the attempt, so I can take a look at it? We are probably talking about two things. Using an alembic file over time, and a cloth sim. kf Quote Link to comment Share on other sites More sharing options...
RyanReignRuiz Posted June 1, 2016 Author Share Posted June 1, 2016 this may be the solution: http://archive.sidefx.com/docs/houdini15.5/crowds/interaction Advanced: simulation on top of agents If you want to create secondary simulation (for example, simulated clothing) on top of agent geometry, currently you must unpack the agent geometry. You can use VEX or Python functions to calculate the positions of agent body parts (for example, if you want to generate particles flowing from the top of agent heads) from the agent attributes. You can see an example of this in this example scene file: $HH/Help/files/joint_positions.hip. Quote Link to comment Share on other sites More sharing options...
dansidi Posted November 17, 2017 Share Posted November 17, 2017 Hi all, I am trying to get this working but I don't know enough Houdini to get a working scene. I have some agents, from the Stadium preset. I have used the python script from the jointPositions.hip to isolate the hand position of some of those agents. So, now I have 20 or so points waving around in space, where the agent's hands are. I want to loop through each of those points, adding a cloth object each time. Can that be done in a for-each loop? Thanks for any advice. stadiumPreset_v002.hipnc Quote Link to comment Share on other sites More sharing options...
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