FA1LURE Posted July 14, 2018 Share Posted July 14, 2018 (edited) Hello everyone, First time poster. Coming from a C4d / Realflow background. I have been able to accomplish what I am trying to do with regular objects as a sphere or a cube lets say. I downloaded a zombie crawl from https://www.mixamo.com/#/?page=1&query=zombie . I imported the fbx into an agent and added an unpack node under the agent as I read this was the only way to be able to get it to react with RBD / Fluids etc. My scene consists of a cube with a transform on it to make it a rectangle which I applied a wet sand preset. The rectangle is above the imported fbx zombie. I have a ground plane. I tried making the zombie a RBD and I also tried making it a deforming object. The goal is to sim to grains with the zombie in place (I removed the $T animation channel). Once the grains seemed to be settled and looking like a nice pile of dirt, I spit out an initial_state.sim file. I added the to my dop network. I then selected the zombie and clicked on Awaken by Geometry. I also turned on Enable auto sleep and Start asleep on the pop solver. I am having several issues. I would like once I have my initial state, for all the particles to be frozen or "asleep" unless the zombie interacts with them. Also I was to be able to control the velocity of how his movements affect the particles collisions... and those particles would in turn AWAKEN more particles etc. I can not get any of those to work. I searched every post on the forum with grains. I learned a few things from Rohan Dalvi's tuts. So I am kinda stuck and hoping someone could help me out. I have attached the latest iteration of where I am currently (stuck). Let me know if you have any questions on my end. I just recently bought indie and redshift and loving it so far. Still wrapping my head around attribute wranglers and vex, but one day at a time. Thanks guys! William grains_zombie_crawl_006.zip Edited July 15, 2018 by FA1LURE Quote Link to comment Share on other sites More sharing options...
FA1LURE Posted July 15, 2018 Author Share Posted July 15, 2018 I actually rebuilt it and its working now. Is there a way to have the animated character exert a velocity value? I would like to be able to control how much its movements make the grains move etc. Any help would be sick. Thanks! Quote Link to comment Share on other sites More sharing options...
FA1LURE Posted July 15, 2018 Author Share Posted July 15, 2018 You know I actually had it working after I rebuilt it and it just stopped working all of a sudden. I'll try to redo all the steps again to see if I can post a working version and maybe you guys can tell me what im doing wrong or if there is a method that you have used in the past that you works. Quote Link to comment Share on other sites More sharing options...
FA1LURE Posted July 16, 2018 Author Share Posted July 16, 2018 Ok. So I rebuilt everything with the little knowledge I have of Houdini atm. Hoping someone can point me in the right direction. Here are three sims that are pretty much identical for the most part. I am curious as to other experiences as approaching something this this workflow wise. As stated before, the grains are being emitter from a rectangle and once they settle enough I spit out an "initial_state.sim" The I turn on the Pop Awaken node which is referencing the animated geo. I also sleep the particles in the popsolver. The re run the sim. I am happy for the sole purpose that I was able to get it to this point. But this not good at all imo and there are so many things that I want to have in there, but I have yet to find any information online that goes in depth to pop grains. I would like for the sim where the mocap is crawling through the dirt, I was thinking of it as a zombie coming out of its grave type of thing. Any ideas on what I can add or tweak settings wise. Here are the three scenes attached. Let me know. Thanks! grains_change_direction.hiplc grains_soccer_tackle.hiplc grains_zombie_crawl.hiplc Quote Link to comment Share on other sites More sharing options...
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