Houdini 22.0 Nodes Geometry nodes

Agent from Rig geometry node

Creates an agent primitive from a geometry skeleton.

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Since 18.5

This SOP creates a new agent primitive from the input geometry skeleton. The agent’s rig is built from the skeleton’s hierarchy, and transform groups can optionally be created from point groups or attributes on the skeleton geometry.

To add geometry or animation clips to the agent, Agent Layer and Agent Clip can be used. To transfer animated poses from a skeleton to the agent, use Agent Pose from Rig.

Parameters

Agent Name

When turned on, creates an agentname point attribute with the specified name for the agent definition (e.g. male_soldier). This name is typically used by other crowds tools to identify different agent types.

Rest Frame

When turned on, builds the agent primitive from the input skeleton at the specified the frame (the output of this node will not be time-dependent). When the input skeleton is time-dependent, rebuilding the agent primitive’s rig on each frame can cause performance issues downstream.

Rest Pose Attribute

When turned on, uses a point rest transform attribute to set the agent rig’s rest pose. Specify the name of the rest transform point attribute.

Create Locomotion Joint

When turned on, adds a joint named __locomotion__ to the agent’s rig if the input skeleton does not already have a joint with that name. The locomotion joint is required for using locomotive clips with the agent.

Import Transform Groups

Point Groups

For each of the specified point groups on the input skeleton, a transform group is added to the agent definition. The transform group is populated based on the joints contained in the point group.

Float Point Attributes

For each of the specified point attributes on the input skeleton, a transform group is added to the agent definition. The point attributes are required to be float attributes with a tuple size of 1. The transform group is populated based on the joints that have a non-zero attribute value, and the attribute value is also interpreted as the weight of the transform group member.

Import Metadata

Metadata Attribute

Initializes the agent definition’s metadata dictionary from the specified dictionary detail attribute on the input skeleton.

Joint Config Attributes

For each of the specified point attributes on the input skeleton, creates an entry in the agent definition’s metadata dictionary. The entry’s key is the attribute name (for example, fbik_jointconfig), and the value is a nested dictionary mapping from each joint name to the dictionary attribute’s value for the joint. The point attributes are required to be dict attributes with a tuple size of 1.

Inputs

Skeleton

The skeleton geometry to import the hierarchy from.

Outputs

Agent

The new agent primitive.

Examples

AgentFromSOPs Example for Agent from Rig geometry node

This example demonstrates how to build an agent from a SOP rig, including importing geometry, ragdoll collision shapes, joint limits, and setting up animation clips.

See also

Geometry nodes