Agent Foot Locking Not Working?
1351 4 1- Enivob
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I have an agent driven by mocap that I have baked out. The mocap has sliding feet. I have enabled foot locking on the crowd solver but my agent's feet still slide around. How can I get my feet to remained locked in place? I have specified the foot ball and ankle NULL controllers when I created the agent.
Using Houdini Indie 20.0
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
- cwhite
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- Enivob
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- 2529 posts
- Joined: June 2008
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Thanks, I am looking into cleaning up the CHOPs a bit with the Filter node in DeSpike mode. I think my posted example is a case of just bad mocap to begin with. I think someone may have bumped the camera or equipment during capture.
Do I need to enable Terrain as well as Foot planting for the overall system to work?
Do I need to enable Terrain as well as Foot planting for the overall system to work?
Edited by Enivob - May 28, 2018 10:38:35
Using Houdini Indie 20.0
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
- cwhite
- Staff
- 727 posts
- Joined: Oct. 2012
- Offline
- Enivob
- Member
- 2529 posts
- Joined: June 2008
- Offline
Good to know.
I think I found one of the main culprits to my foot sliding. The translational scale of the mocap did not match the scale of the rig. Once I dialed that in a bit better my foot locking and overal mocap motion has improved.
I think I found one of the main culprits to my foot sliding. The translational scale of the mocap did not match the scale of the rig. Once I dialed that in a bit better my foot locking and overal mocap motion has improved.
Using Houdini Indie 20.0
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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