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Houdini Crowd Sim Attribute Question


pangzi2015

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Hi All !

recently, i am learning houdini crowd , it has a attribute called i@crowdtransition_occurred. what i found  is , whatever many transitions has occured , this attribute didnt change! it always be 0 .

anyone can tell me why it didnt change?

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15 hours ago, Farmfield said:

It might be like the particle hits, they only change during that frame the action is registered. If that is the issue, you can use a solver to accumulate the attribute, preferable shuffling the data into a new attribute.

Thanks So much , Farmfield!!!

Yes,it is . i connect a popwrangle after the transition node , and use "sum" attribute to accumulate it , it works !  

 

 

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Edited by pangzi2015
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Hehe, I haven't messed with the crowd stuff at al so far but I had a feeling about this as it's based on POPs. Great that you got it sorted. :) 

On a sidenote, you might know this but you can simplify your addition in VEX as i@sum += 1; and/or simplify that whole if statement as i@sum += (i@crowdtransition_occured>0) ? 1 : 0 ;

Edited by Farmfield
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2 hours ago, Farmfield said:

Hehe, I haven't messed with the crowd stuff at al so far but I had a feeling about this as it's based on POPs. Great that you got it sorted. :) 

On a sidenote, you might know this but you can simplify your addition in VEX as i@sum += 1; and/or simplify that whole if statement as i@sum += (i@crowdtransition_occured>0) ? 1 : 0 ;

Great Man! You have a lot of technique!:rolleyes:

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As a Houdini user, you are basically a TD from the get go, and technical is in the title. ;)

And the more you get into Houdini, the more you get into VEX, and it's really handy to make it as simple as possible as it's easier to debug, for me at least. But I really understand why people with experience of C, etc, like to keep to the traditional syntax and think that is easier to debug as they are more used to it.

This thread also reminds me I really gotta put time time aside for getting into setting up and working with the crowd tools. :D

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