Crowds. Blendshapes with agent layers

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Hi,

I'm making a crowd of people, and I want to randomize their body wights via blendshapes.
Applying blendshape value on the agents is pretty straightforward using "setagentchannelvalue" VEX function.
Is there a way to do the same for some of the agent layers? (for the clothing that have respective blendshapes to the body)

Thanks

Attachments:
agent_clothing_overlap.png (1.4 MB)

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You could try a Topo Transfer with Geometry Constraints:

https://www.sidefx.com/docs/houdini/nodes/sop/topotransfer.html [www.sidefx.com]
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Thanks mate,

I figured it out.
It was a matter of a few steps:
1. Expand the dictionary of the "clipchannels" detail attribute with the values from the same attributes coming from imported garments (FBX nodes).
2. Filter out the blends to leave only the garments used with each particular agent (VEX code attached).

The result is lovely

Attachments:
agent_clothing_overlap_1.png (3.1 MB)
agent_clothing_overlap_2.png (134.7 KB)
agent_clothing_overlap_3.png (2.7 MB)

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You also need to create blendshapes for the clothes beforehand, right? That’s a required step to apply this method, isn’t it?
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Hi @dorain185

Yeah, that’s right.
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