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Technical Discussion » How to perform multithreaded GU_Detail->load() ?
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- cwhite
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Loading bgeo files in parallel should be safe (as long as you're using separate GU_Detail's per thread, of course)
Technical Discussion » How to merge 2 agent clips into Crowsource
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- cwhite
- 741 posts
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I don't think I can really answer without seeing the scene file and assets. But perhaps the Convert Units parameters on the FBX import nodes, etc were configured inconsistently?
Technical Discussion » How to merge 2 agent clips into Crowsource
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- cwhite
- 741 posts
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It sounds like the Avoidance tab on the Crowd Solver is perhaps what you're looking for?
Technical Discussion » How to merge 2 agent clips into Crowsource
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- cwhite
- 741 posts
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Rather than creating separate agents, I think you instead want to add multiple clips to the same agent definition (you can do this using the Agent Clip SOP).
Technical Discussion » Manually adding blendshapes to crowd agents
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- cwhite
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If you're using the agent layer SOP, it supports the KineFX blendshape format so you can use Character Blend Shapes Add to assemble blendshapes on your shape (https://www.sidefx.com/docs/houdini20.0/character/kinefx/blendshapes.html)
Note that you also need to have the corresponding channels on the agent's rig, which the Agent from Rig SOP can import from the 'clipchannels' attribute, e.g. from the Character Blend Shape Channels SOP
Note that you also need to have the corresponding channels on the agent's rig, which the Agent from Rig SOP can import from the 'clipchannels' attribute, e.g. from the Character Blend Shape Channels SOP
Technical Discussion » Agents with Point Animation
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- cwhite
- 741 posts
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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...
Technical Discussion » Agents with Point Animation
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- cwhite
- 741 posts
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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
- 741 posts
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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
- 741 posts
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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
- 741 posts
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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
- 741 posts
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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
- 741 posts
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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
- 741 posts
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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
- 741 posts
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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 and Karma » Optimal alembic to USD?
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- cwhite
- 741 posts
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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
- 741 posts
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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
- 741 posts
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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
- 741 posts
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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 and Karma » Solaris - SopModify geo disappearing after polyreducing
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- cwhite
- 741 posts
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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
- 741 posts
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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)
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