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Technical Discussion » Issue setting up agent transition graph. help please?
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- cwhite
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Without a file it's hard to tell what the issue is. Did you look at the example file provided in the docs?
Houdini Indie and Apprentice » Multiple Glue Strengths or Multiple Glue Networks
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- cwhite
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On the glue network geometry, you can create a ‘strength’ primitive attribute to control the glue strength for each constraint. In general, this can be done for any constraint parameter.
Technical Discussion » Randomize the default state of the agents
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- cwhite
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You can also just use regular SOP tools to set the “state” point attribute however you'd like.
Technical Discussion » [DOPS] packed rbd - impact point primuv
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- cwhite
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Since the Bullet solver doesn't directly use the source geometry for collision detection, the impact points might not actually be on the surface of the source geometry (for example, a convex hull collision shape could be used with geometry that is concave). Furthermore, recording UV coordinates for an impact against a packed primitive would be much more complex, since you would need to record the primitive number for every level of nesting (packed primitives can be nested arbitrarily deep).
You may want to consider using the Ray SOP to project the impact points onto the (unpacked) geometry and find the UV coordinates there.
You may want to consider using the Ray SOP to project the impact points onto the (unpacked) geometry and find the UV coordinates there.
Technical Discussion » Crowd not transitioning to proper animation
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- cwhite
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Your agents only have a walk clip (you can see this by looking at the ‘agentclipcatalog’ primitive intrinsic in the geometry spreadsheet). The Agent SOP is loading all of the clips matching ${HIP}/agents/walk/*.bclip, which is only a single clip in your case.
You probably want to set the Agent Name parameter to the same value (e.g. ‘mocapbiped2’) on each Agent ROP so that the clips are all in the same directory. Then, adjust the Agent Name parameter on the Agent SOP to load the agent definition from that directory.
You probably want to set the Agent Name parameter to the same value (e.g. ‘mocapbiped2’) on each Agent ROP so that the clips are all in the same directory. Then, adjust the Agent Name parameter on the Agent SOP to load the agent definition from that directory.
Technical Discussion » Hqueue for sops
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- cwhite
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goldleaf
I think your hip file suggests the right idea, but I wasn't sure what all the blend sops were for… but here is a working example.
Yeah, I also noticed that when opening the file and submitted a bug for it - the file opens correctly (without the errors on load and the blend sops) in the version the hip file was created with (15.0.244.16)
Technical Discussion » Hqueue for sops
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- cwhite
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I think the HQueue Simulation ROP should work with a Geometry ROP, and the Wedge ROP can let you create separate jobs for each building.
Houdini Indie and Apprentice » To Scale RBD Simulation question.
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- cwhite
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Yeah, a Transform SOP before and/or after the sim should work. You also need to scale things such as gravity accordingly, though (http://www.bulletphysics.org/mediawiki-1.5.8/index.php?title=Scaling_The_World [bulletphysics.org] goes into a fair bit of detail)
Technical Discussion » Crowd Sim - Maya to Houdini and back to Maya
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- cwhite
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It depends on what kind of format you need the results of the crowd sim to be in for Maya/Vray. For example, if you output agent primitives to Alembic, you'll end up with a copy of the deformed skin geometry for each agent. That may be acceptable depending on how large your sim is - you will end up with a rather large amount of data if you have a decent number of agents. For deforming shapes, you ideally want to just store a single copy of the rest geometry, along with each agent's transforms, so that the deformation can be done at render time (which is what Mantra does). I don't know offhand what kind of support Maya/Vray has for that sort of thing, but you can easily access and write out each agent's transforms to the necessary file format using Python (the hou.Agent class)
Technical Discussion » VEX concatenate @group_ + chs()
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- cwhite
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If I'm understanding correctly, you could just use the Group Bindings parameter in the Bindings tab to set up a binding to a user-specified group name.
Houdini Learning Materials » H15 activate static objects
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- cwhite
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I don't think there's a direct example file (the feature was originally intended for activating ragdolls, and in that case the crowd trigger DOP sets up the relevant attributes).
It's just controlled by the ‘min_activation_impulse’ and ‘activationignore’ point attributes (documented on http://www.sidefx.com/docs/houdini15.0/nodes/dop/rbdpackedobject) [sidefx.com]
It's just controlled by the ‘min_activation_impulse’ and ‘activationignore’ point attributes (documented on http://www.sidefx.com/docs/houdini15.0/nodes/dop/rbdpackedobject) [sidefx.com]
Technical Discussion » Active pieces in RBD Network
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- cwhite
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Technical Discussion » Active pieces in RBD Network
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- cwhite
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Technical Discussion » Packed Geo RBD randomly stops.
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- cwhite
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You should turn off Enable Sleeping on the RBD objects, or adjust the linear/angular velocity thresholds to be lower.
Technical Discussion » Configure Joints With FBX RIG?
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- cwhite
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EnivobI meant clicking on the agent primitive in the viewport.
I still can't get it to work using H15.244.16
What node do you mean when you mention ‘agent primitive’? I feel like I have tried them all.
Enivob
Why does the Display flag have to be on Agent Prep?
Can I leave it on OUT?
I just did that because the /obj/crowdsource/merge_rock_golem_setup node references the OUT null, and so you want the Agent Configure Joints SOP to be wired in before that node. You can always fix that up after running the shelf tool, though
Technical Discussion » Configure Joints With FBX RIG?
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- cwhite
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The shelf tool works fine for me with your file (in 15.0.273). I just set the display flag on /obj/rock_golem_setup/agentprep, clicked on the tool, selected the agent primitive, and hit enter. Alternatively, if you put the SOP down manually you can just hit enter in the viewport to enter its state.
If you want to, you can set up the same array point attributes ('agent_jointlimits', etc) yourself that the Agent Configure Joints SOP creates. For good results, though, you probably want to think about what appropriate rotation limits are for each joint (e.g. an elbow versus a shoulder), which is why the tool is designed primarily for interactive use.
Also, your collision layer (which can be visualized by changing the current layer with the Agent Edit SOP) has more shapes than you probably need, and they don't fit the skin geometry too well (the Agent ROP/SOP attempts to generate a layer with capsules based on the bones and capture weights). You probably want to consider setting up a simple collision layer with the Agent Collision Layer SOP - for example, you may want to just have a single shape enclosing the entire foot, instead of simulating each toe separately.
If you want to, you can set up the same array point attributes ('agent_jointlimits', etc) yourself that the Agent Configure Joints SOP creates. For good results, though, you probably want to think about what appropriate rotation limits are for each joint (e.g. an elbow versus a shoulder), which is why the tool is designed primarily for interactive use.
Also, your collision layer (which can be visualized by changing the current layer with the Agent Edit SOP) has more shapes than you probably need, and they don't fit the skin geometry too well (the Agent ROP/SOP attempts to generate a layer with capsules based on the bones and capture weights). You probably want to consider setting up a simple collision layer with the Agent Collision Layer SOP - for example, you may want to just have a single shape enclosing the entire foot, instead of simulating each toe separately.
Houdini Indie and Apprentice » [SOLVED]Crowd Agents Don't Avoid Each Other?
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- cwhite
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It's particle-based, so perhaps your pscale values are too small?
It may also be that the avoidance force's weight is less than other steer forces in your system, so those forces are taking precedence.
It may also be that the avoidance force's weight is less than other steer forces in your system, so those forces are taking precedence.
Houdini Indie and Apprentice » Crowd Trigger Current State Duration
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- cwhite
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In H15 the trigger name defaults to $OS, which should avoid the unique name issues.
It sounds like you might need to adjust the maxforce attribute? (this is usually initialized by the Crowd Source SOP)
It sounds like you might need to adjust the maxforce attribute? (this is usually initialized by the Crowd Source SOP)
Houdini Indie and Apprentice » Crowd Trigger Current State Duration
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- cwhite
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You need to add a separate transition that takes agents from the walk state back to the idle state. Otherwise, once the agents take the first transition (from idle to walk) there is no transition that can cause them to leave the walk state. The two transitions can be driven by the same trigger or a different trigger.
Technical Discussion » How to make Hard Constraint stronger?
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- cwhite
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