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The Agent CHOP imports an animation clip from an agent primitive in a SOP network.
For each transform in the agent’s rig, the clip will contain channels named
transform_name:channel_name for each of
The transforms will be in local space, matching the format required by the Agent Clip SOP.
Any other channels, such as those specified by the Additional Channels parameter on the Agent ROP, will also be imported.
The path to a SOP containing an agent primitive. If the geometry contains multiple agent primitives, the first primitive in the Group will be used.
Specifies a primitive group for the SOP geometry.
Specifies whether to import a clip from the agent’s definition, or to create a clip from the agent’s poses over the specified time range.
Convert to In-Place Animation
Specifies whether the agent’s overall transform should be applied to its pose.
The name of an animation clip in the agent primitive’s definition.
Specifies whether the transform channels should be in local space or world space.
Some of these parameters may not be available on all CHOP nodes.
To determine which channels get affected, some CHOPs have a scope string. Patterns can be used in the scope, for example
* (match all), and
? (match single character).
The following are examples of possible channel name matching options:
Matches a single channel name.
chan3 tx ty tz
Matches four channel names, separated by spaces.
Matches each channel that starts with
Matches each channel that has
foot in it.
? matches a single character.
t? matches two-character channels starting with t.
Matches number ranges giving
[xyz]matches three characters, giving channels
Sample Rate Match
The Sample Rate Match Options handle cases where multiple input CHOPs’ sample rates are different.
Resample At First Input’s Rate
Use rate of first input to resample others.
Resample At Maximum Rate
Resample to highest sample rate.
Resample At Minimum Rate
Resample to the lowest sample rate.
Error if Rates Differ
Does not accept conflicting sample rates.
The units for which time parameters are specified.
For example, you can specify the amount of time a lag should last for in seconds (default), frames (at the Houdini FPS), or samples (in the CHOP’s sample rate).
When you change the Units parameter, it does not convert the existing parameters to the new units.
Time Slicing is a feature which boosts cooking performance and reduces memory usage. Traditionally, CHOPs calculate the channel over its entire frame range. If the channel does need to be evaluated every frame, then cooking the entire range of the channel is unnecessary. It is more efficient to calculate only the fraction of the channel that is needed. This fraction is known as a Time Slice.
Causes the memory consumed by a CHOP to be released after it is cooked and the data passed to the next CHOP.
The Export prefix is prepended to CHOP channel names to determine where to export to.
For example, if the CHOP channel was named
geo1:tx, and the prefix was
/obj, the channel would be exported to
You can leave the Export Prefix blank, but then your CHOP track names need to be absolute paths, such as
Every CHOP has this option. Each CHOP gets a default color assigned for display in the Graph port, but you can override the color in the Common page under Graph Color. There are 36 RGB color combinations in the Palette.
Graph Color Step
When the graph displays the animation curves and a CHOP has two or more channels, this defines the difference in color from one channel to the next, giving a rainbow spectrum of colors.
The following examples include this node.
This example demonstrates using heightfields for terrain adaptation in the crowd solver, and for collisions against ragdolls in the Bullet solver.