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Solaris and Karma » Crowd animate visibility
- cwhite
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Technical Discussion » Instancing lots of ragdolls with collisions
- cwhite
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Using the crowd tools is probably the easiest way to simulate a large number of ragdolls. The KineFX ragdoll solver is aimed more at a single character, so it would be awkward to set up unless you merge all the skeletons together with unique joint names, or something like that
Solaris and Karma » how to use normals from attributes on an agent?
- cwhite
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This is a limitation with Hydra currently - it doesn't perform skinning on the normals and instead flags them as needing to be recomputed after the deformation
A workaround is using the Bake Skinning LOP which does support deforming normals, with the downside of the skinning being baked instead of happening at render time
A workaround is using the Bake Skinning LOP which does support deforming normals, with the downside of the skinning being baked instead of happening at render time
Solaris and Karma » Crowd props not showing up in Solaris
- cwhite
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You shouldn't need to use a wrangle to attach rigid shapes - the easiest way is to set up rigid skinning just like you would in KineFX, using Capture Packed Geometry
Around 25 minutes into https://vimeo.com/681436612 [vimeo.com] demonstrates this
https://www.sidefx.com/docs/houdini/crowds/diversity.html#adding-static-shapes [www.sidefx.com]
Around 25 minutes into https://vimeo.com/681436612 [vimeo.com] demonstrates this
https://www.sidefx.com/docs/houdini/crowds/diversity.html#adding-static-shapes [www.sidefx.com]
Solaris and Karma » Crowd props not showing up in Solaris
- cwhite
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Technical Discussion » Cone Twist Constraint rotation damping/resistance?
- cwhite
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To add resistant to rotation (while still within the limits), you can turn on Enable Motor and Target Current Pose, which will try to maintain the current relative orientation depending on the motor's strength
Solaris and Karma » crowds in solaris
- cwhite
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Would you be able to attach your file (or submit it to SideFX support)?
It sounds like there is definitely something going wrong, especially if both importing as UsdSkel and importing as a mesh are not working well..
It sounds like there is definitely something going wrong, especially if both importing as UsdSkel and importing as a mesh are not working well..
Technical Discussion » Houdini 20 Crowd Agents Render as Spheres in /Stage
- cwhite
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If a USD curves prim has no `widths` attribute authored, I think Hydra will default to displaying it with a width of 1.0
This is coming from the `main_ctrl_nurbs_curve0` shape which you probably don't want to render anyways - you could either filter that out as you're importing the agent from FBX (using the KineFX route of FBX Character Import -> Agent from Rig -> Agent Layer etc gives you the most flexibility to remove and alter shapes), or use the Agent Layer SOP to just create a new layer which contains the skin geometry but not that curve shape
This is coming from the `main_ctrl_nurbs_curve0` shape which you probably don't want to render anyways - you could either filter that out as you're importing the agent from FBX (using the KineFX route of FBX Character Import -> Agent from Rig -> Agent Layer etc gives you the most flexibility to remove and alter shapes), or use the Agent Layer SOP to just create a new layer which contains the skin geometry but not that curve shape
Animation » Value clip on USD skel animation impossible ?
- cwhite
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I'm not aware of any limitations in USD that would prevent this from working.
Do you have an example of your setup?
Do you have an example of your setup?
Technical Discussion » Houdini 20 Crowd Agent Clip Transition Shrinks to Points
- cwhite
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Yeah, I was just about to reply that there was some sort of scale mismatch between the clips (the other clips looked to be scaled down by an extra factor of 0.01), so an inconsistent hierarchy could explain that.
Technical Discussion » Kinefx rig in crowds?
- cwhite
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Your setup looks fairly reasonable from the network screenshots, at least. The agentclip node looks like it isn't time-dependent, so you might need to turn on the Clip Preview settings to get it to preview playback of the new clip you added?
Technical Discussion » Setting hip adaptation for quadruped crowds
- cwhite
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For a quadruped you'll want to add two Torso entries, with the Hips configured to be the parent joint for each pair of legs. The lower back joint is just used for the leaning option and can be omitted, and similarly the Head joint is just used for lookats so you could leave one empty
https://www.sidefx.com/tutorials/advanced-crowds-quadrupeds-dynamics-and-how-to-work-with-problematic-assets/ [www.sidefx.com] should also cover some of this
https://www.sidefx.com/tutorials/advanced-crowds-quadrupeds-dynamics-and-how-to-work-with-problematic-assets/ [www.sidefx.com] should also cover some of this
Technical Discussion » Crowd not following terrain
- cwhite
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Yeah, the terrain projection is based on raycasting so you're likely correct that the sharp corners are the problem.
I'd maybe try using some proxy geometry for the terrain where the corners are smoothed out? You might want that anyways so that the agent turns in a smoother manner instead of snapping quickly to the new up vector
I'd maybe try using some proxy geometry for the terrain where the corners are smoothed out? You might want that anyways so that the agent turns in a smoother manner instead of snapping quickly to the new up vector
Technical Discussion » Crowd agents without rig?
- cwhite
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You don't necessarily need to export to another file format - you could use the KineFX tools to set up the blendshapes (https://www.sidefx.com/docs/houdini20.5/character/kinefx/blendshapes.html) and then create an agent out of the kinefx character (https://www.sidefx.com/docs/houdini20.5/character/kinefx/exportcharacters.html#crowds)
Houdini Indie and Apprentice » H20: CROWD: Agentlayer node: how to bind a shape to bone
- cwhite
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I think the equivalent is using the Shape Bindings tab near the top (setting the Transform Name to the joint to attach to). See also: https://www.sidefx.com/docs/houdini/crowds/diversity.html#adding-static-shapes [www.sidefx.com] and https://vimeo.com/681436612 [vimeo.com]
Technical Discussion » Crowd agents without rig?
- cwhite
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Agent primitives use either skinning and/or blendshapes for animation, so if skinning isn't usable you could convert into blendshapes with a shape per frame or something like that
Technical Discussion » How to assign agent layers
- cwhite
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The Crowd Assign Layers SOP is probably what you're looking for, but you'll want to set up a separate agent layer for the prop shape. The 'LayerVariations' helpcard example for Agent Layer should be pretty close to what you're doing
Technical Discussion » How to perform multithreaded GU_Detail->load() ?
- cwhite
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It shouldn't be required to do anything like that - I've filed a bug to investigate what's happening
Solaris and Karma » Solaris Crowd import, agent definitions issue
- cwhite
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FYI, comparing the hou.AgentDefinition's is the correct way to see if you have somehow created multiple unique agent definitions. Individual pieces like the rig and shape library can potentially be shared across agent definitions, e.g. if you have a new version of an agent definition which just contains some new clips
Technical Discussion » How to perform multithreaded GU_Detail->load() ?
- cwhite
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Loading bgeo files in parallel should be safe (as long as you're using separate GU_Detail's per thread, of course)
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