zakkataraYou can use the Agent from Rig SOP for that - there's a helpcard example with a full example of the workflow
Just gotta work out how to link kinefx skeletons to an agent...
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Technical Discussion » Agents with Point Animation
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- cwhite
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Technical Discussion » Agents with Point Animation
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- cwhite
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You can also do blendshape deformation with agents, so that could be an option depending on what you need
Technical Discussion » Crowd transition help
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- cwhite
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It depends on the workflow you want, but you don't necessarily need to have a separate state for each clip. E.g. if you turn on the Randomize Clips option on the Crowd State DOP, agents can randomly choose a clip from the distribution you specify, and then you only have one state to manage
Technical Discussion » Crowd prep issue
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- cwhite
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This was a bug that was fixed already for H20 - I've backported this for tomorrow's build (19.5.774)
Technical Discussion » [CROWD] - Look at jittering issue
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- cwhite
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The settings on the crowd solver's Look At tab might be more important to examine - those parameters control how the skeleton is adjusted to follow the target
Technical Discussion » [AGENT] - Deleting existing clip
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- cwhite
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I think the only way to do this is in Python via hou.AgentDefinition
If there is a good use case for this please RFE adding it to the Agent Clip SOP. I haven't come across many use cases for needing to do this, especially since the clip library is delay-loaded from disk.
If there is a good use case for this please RFE adding it to the Agent Clip SOP. I haven't come across many use cases for needing to do this, especially since the clip library is delay-loaded from disk.
Technical Discussion » RBD Center of Mass
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- cwhite
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The default behaviour is to compute the COM on the first simulation frame, so you probably need to turn off Compute Center of Mass (the 'computecom' point attribute)
Technical Discussion » custom crowd trigger node
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- cwhite
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Can you attach an example of your HDA? This approach should work for letting a custom HDA act as a trigger
Technical Discussion » Why popinteract is not longer backcompatible with H19x??
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- cwhite
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I still see a Position Force and Velocity Force parameter on POP Interact in 19.5 ..
I'm not sure why you would not be seeing that, perhaps you have a custom version of the HDA that's being used instead?
I'm not sure why you would not be seeing that, perhaps you have a custom version of the HDA that's being used instead?
Solaris » Optimal alembic to USD?
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- cwhite
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USD has a file format plugin for Alembic files, so you could try just loading the file directly in LOPs?
Technical Discussion » Collision Geo changes Bullet Solver behaviour
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- cwhite
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I don't recall if this was added in 19.0 or in 19.5, but the correct approach would be to use the "Use This Object's Data" toggle and just set the data name to "ConstraintGeometry", which will use the ConstraintGeometry subdata of each object the solver is applied to
The $OBJID appraoch doesn't work because this isn't evaluated separately for each object
The $OBJID appraoch doesn't work because this isn't evaluated separately for each object
Technical Discussion » Houdini crowds and USD workflow
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- cwhite
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That could be something to submit to support if possible, since it might need some investigation or to see what exactly your setup for the USD export is doing
Technical Discussion » Houdini crowds and USD workflow
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- cwhite
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Older USD versions didn't support instanceable references for skinned characters, so if another program isn't handling that you could use a Configure Primitive LOP to remove the 'instanceable' setting for the SkelRoot prim references
Solaris » Solaris - SopModify geo disappearing after polyreducing
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- cwhite
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In the scene graph tree there is a /sopmodify3/Mesh0 prim overlaid, which means that you're not overlaying the modifications over the original prims and the name / path attribute is being lost
I'm guessing that's happening from the remesh, since the input geometry has a path attribute that disappears after the file cache?
In the sopmodify that is updating the path attribute, there are still some prims that have an empty path if you look in the geometry spreadsheet
I'm guessing that's happening from the remesh, since the input geometry has a path attribute that disappears after the file cache?
In the sopmodify that is updating the path attribute, there are still some prims that have an empty path if you look in the geometry spreadsheet
Technical Discussion » Crowd USD workflow Maya-Houdini-Maya
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- cwhite
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I didn't see your SOP Import settings in the .hip file, but I think you just need to enable the Subset Groups toggle and set it to * if you want to import all of the prim groups back to USD geometry subsets (see attached file)
Technical Discussion » Usd crowd agent scaling
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- cwhite
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I think either should be okay - the main thing to check, if you're using the crowd solver, is the 'pscale' attribute value which affects the size of the bounding sphere used for avoidance
Technical Discussion » Attempt to read from actively streamed attribute P?
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- cwhite
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In this case, if you're not actually needing to write to P you can remove it from the "Attributes to Create" list
If you did actually need to write to it, changing the POP wrangle inputs to "Myself" instead of "Myself (no reads of outputs)" would normally be the solution here, since you can't safely read from an attribute on other points in the geometry that is also being written to when multithreading is involved. But that doesn't work here because you're using a string path that happens to be the same as the geometry being modified ("op:/obj/crowd_sim:crowdobject/Geometry") rather than the 0/1/2/3 or @OpInput0 etc inputs
If you did actually need to write to it, changing the POP wrangle inputs to "Myself" instead of "Myself (no reads of outputs)" would normally be the solution here, since you can't safely read from an attribute on other points in the geometry that is also being written to when multithreading is involved. But that doesn't work here because you're using a string path that happens to be the same as the geometry being modified ("op:/obj/crowd_sim:crowdobject/Geometry") rather than the 0/1/2/3 or @OpInput0 etc inputs
Houdini Indie and Apprentice » GlueAdjacent not in my rigid shelf tools
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- cwhite
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The Glue Adjacent tool wouldn't have worked with the RBD solver since it creates constraint networks
For the RBD solver I think you'd have to use the Glue to Object parameter on the RBD Object DOP to set up the old-style glue

Solaris » Crowd layer workflow with usd
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- cwhite
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USD variants would be a possible encoding, yes. Currently SOP Import creates a multi-reference since an agent primitive (as of 19.0) can have an arbitrary number of layers assigned to it
Houdini Indie and Apprentice » GlueAdjacent not in my rigid shelf tools
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- cwhite
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If you have the static object's geometry in SOPs, with a name attribute assigned, then tools like RBD Constraints from Rules, or even just Connect Adjacent Pieces, can be used to create constraints between your fractured object and the static object
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