Agent Foot Locking Not Working?

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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.

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mocap_foot_slide.gif (878.2 KB)

Using Houdini Indie 20.0
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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You should inspect the CHOP network that was generated. IIRC it defaults to doing a velocity-based approach for detecting when the feet are planted, which might not be working well in your case if the original mocap has lots of sliding.
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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?
Edited by Enivob - May 28, 2018 10:38:35
Using Houdini Indie 20.0
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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Terrain is optional - you can still have foot planting enabled without it
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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.

Attachments:
mocap_foot_slide.gif (634.2 KB)

Using Houdini Indie 20.0
Ubuntu 64GB Ryzen 16 core.
nVidia 3050RTX 8BG RAM.
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