Found 11 posts.
Search results Show results as topic list.
Technical Discussion » Setting hip adaptation for quadruped crowds
- Qwerty1889
- 11 posts
- Offline
Technical Discussion » Setting hip adaptation for quadruped crowds
- Qwerty1889
- 11 posts
- Offline
Hi everyone,
I'm trying to set hip adaptation but it seems to me that I haven't set agent preparation in a correct way.
So there's my question:
What should I set in Torso segment for Hips, Lower Back and Head in case of my abstract quadruped rig?
Any help would be appreciated!
I'm trying to set hip adaptation but it seems to me that I haven't set agent preparation in a correct way.
So there's my question:
What should I set in Torso segment for Hips, Lower Back and Head in case of my abstract quadruped rig?
Any help would be appreciated!
Technical Discussion » Crowds, VEX: agentsolvefbik
- Qwerty1889
- 11 posts
- Offline
Technical Discussion » Crowds, VEX: agentsolvefbik
- Qwerty1889
- 11 posts
- Offline
Hi!
Currently I'm digging into agentsolvefbik function and still I have a feeling that I misunderstood something or misses some pieces.
Does anybody has working example of this vex function? In perfect world I'd even take a look at sample with default bipeds from houdini.
Thanks in advance and hope you're all well and spending you quarantine at home!
Currently I'm digging into agentsolvefbik function and still I have a feeling that I misunderstood something or misses some pieces.
Does anybody has working example of this vex function? In perfect world I'd even take a look at sample with default bipeds from houdini.
Thanks in advance and hope you're all well and spending you quarantine at home!
Technical Discussion » Specific trouble with rendering crowds
- Qwerty1889
- 11 posts
- Offline
Hello.
It happend that I have an agent with huge amount of joints(about 250). And now I have a difficulties with rendering it. As far as I know when I'm starting render, mantra unpacks whatever it needs. So I get HUGE amount of boneCapture data.
460 agents are taking 57gb of ram (with motion blur) while rendering.
Can I get rid of this data somehow? Or perhaps there's another way to handle it? Without boneCapture it takes 10 times less memory.
Any advices would be apreciated!
It happend that I have an agent with huge amount of joints(about 250). And now I have a difficulties with rendering it. As far as I know when I'm starting render, mantra unpacks whatever it needs. So I get HUGE amount of boneCapture data.
460 agents are taking 57gb of ram (with motion blur) while rendering.
Can I get rid of this data somehow? Or perhaps there's another way to handle it? Without boneCapture it takes 10 times less memory.
Any advices would be apreciated!
Technical Discussion » Crowds: question about locomotion
- Qwerty1889
- 11 posts
- Offline
Hello,
I have an agent, that rolling on skates. So his movement isn't linear. It's moving forward and swinging from side to side. Because of that I can't simple manipulate locomotion speed separated from clip speed animation. I'm looking for a way how I can change speed of moving forward and leave swinging unchanged.
I hope it's possible
I have an agent, that rolling on skates. So his movement isn't linear. It's moving forward and swinging from side to side. Because of that I can't simple manipulate locomotion speed separated from clip speed animation. I'm looking for a way how I can change speed of moving forward and leave swinging unchanged.
I hope it's possible
Technical Discussion » vellum hair and crowds
- Qwerty1889
- 11 posts
- Offline
I'm afraid you could misunderstand my last message. Hair setup isn't working well, the crowd setup is working.
Technical Discussion » vellum hair and crowds
- Qwerty1889
- 11 posts
- Offline
It looks wierd, I've build it on ruins of other tests, but it works!
Thank you for your time
Thank you for your time
Technical Discussion » vellum hair and crowds
- Qwerty1889
- 11 posts
- Offline
Hello guys!
Has anyone tried crowds with hairs? I found only cloth sample and the same approach wasn't working for hair. At least I couldn't make it work correctly. I would be happy if somebody share their thought or simple example.
Thanks
Has anyone tried crowds with hairs? I found only cloth sample and the same approach wasn't working for hair. At least I couldn't make it work correctly. I would be happy if somebody share their thought or simple example.
Thanks
Technical Discussion » Improving movements of agents. Crowd sim
- Qwerty1889
- 11 posts
- Offline
Good day, houdini masters!
I have 2 questions.
1) I have a street where a lot of agents which are moving in both directions. I found that my agents moving not like how would acting real person. The solution I needed (I guess), was turning down turn rate parametr from 90 to about 40-45. That gave me more realistic crowd movement but also gave me a headache. When a few agents meeting each other in crowd and some of the agents can't evade others, because turn rate doesn't let them turn so fast, they are stepping trough agents.
So I wonder, if there's some method or tool how to make agents stop (turn down velocity) until have room to act? I was digging inside crowd solver and found node that are trying to calculate avoidance, but sadly it's not clear to me right now.
2) Right now I have a crowd state with bunch of clips in it that distributing among the agents according its weights. Is there's a way how to make agents pick another clip from the state after thier current clip ends? Simply I'm looking for way how to rotate clips from one state on agents.
I hope there's enough informations.
Thank you for you time!
UPD: Attached test scene for first question, with simplified sim. I hope it would be helpful
I have 2 questions.
1) I have a street where a lot of agents which are moving in both directions. I found that my agents moving not like how would acting real person. The solution I needed (I guess), was turning down turn rate parametr from 90 to about 40-45. That gave me more realistic crowd movement but also gave me a headache. When a few agents meeting each other in crowd and some of the agents can't evade others, because turn rate doesn't let them turn so fast, they are stepping trough agents.
So I wonder, if there's some method or tool how to make agents stop (turn down velocity) until have room to act? I was digging inside crowd solver and found node that are trying to calculate avoidance, but sadly it's not clear to me right now.
2) Right now I have a crowd state with bunch of clips in it that distributing among the agents according its weights. Is there's a way how to make agents pick another clip from the state after thier current clip ends? Simply I'm looking for way how to rotate clips from one state on agents.
I hope there's enough informations.
Thank you for you time!
UPD: Attached test scene for first question, with simplified sim. I hope it would be helpful
Edited by Qwerty1889 - June 18, 2018 04:06:39
Technical Discussion » Crowds: transition graph
- Qwerty1889
- 11 posts
- Offline
cwhite
Your second crowd trigger doesn't activate for a few agents - maybe you want to use distance to closest point instead of distance to centroid?
Point taken, thank you! But why first trigger doesn't work with transition graph? stand > walk. I still don't have a clue
-
- Quick Links