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Technical Discussion » (SOLVED) CROWD - How does Clip Name Alias on Clip Properties Work?
- cwhite
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I think if the clip assignment on a crowd state DOP is disabled, it'll use whatever the agent's current assigned clip is (i.e. from the agentclipnames intrinsic, which would be the underlying clip and not the alias). So it would likely require more indirect methods like overriding the clipnames attribute afterward
Technical Discussion » (SOLVED) CROWD - How does Clip Name Alias on Clip Properties Work?
- cwhite
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On the Crowd Object DOP you need to specify the path to the clip properties geometry, but after that it should work just like a normal clip (e.g. you can use it as the clip name on a crowd state)
Technical Discussion » KineFx IK joint stiffness
- cwhite
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I think we were talking about different SOPs - I was referring to the Full Body IK SOP, not the IK Chains SOP. From the IK Chains SOP helpcard, "This SOP allows you to quickly setup two-bone IK chains", so that is not the solver to use if you want a longer chain where each joint can be adjusted individually by the solver
Technical Discussion » KineFx IK joint stiffness
- cwhite
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The solver should be able to distribute the rotation along all joints, so an example file would be helpful to look at
Technical Discussion » KineFx IK joint stiffness
- cwhite
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For the physical full body IK solver, you can use the Configure Joints SOP to set the rotation weights for each axis of a joint. A larger weight relative to other joints means that the solver will use that joint (axis) more to achieve the solution
Technical Discussion » Houdini 19 and Ubuntu 22.04
- cwhite
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You likely need to install the daily build, which recently had some fixes for glibc issues on new OS versions (https://www.sidefx.com/forum/topic/81386/?page=5#post-363582)
Houdini Indie and Apprentice » Houdini won't start on ubuntu 22.04
- cwhite
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You likely need to install the daily build, which recently had some fixes for issues on new OS versions (https://www.sidefx.com/forum/topic/81386/?page=5#post-363582)
Houdini Lounge » chipping issue with rbd material fracture!
- cwhite
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Usually when that happens for recursive booleans, the solution is to change the Detriangulate option to "Only Unchanged Polygons" (or "No Polygons")
Houdini Lounge » USD Skin/Animation export and import
- cwhite
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I think the issue there is that USD Export (well, SOP Import internally) just imports the skeleton geometry as curves.
For UsdSkel, SOP Import requires agent primitives, which is why the SOP Character Import LOP exists to do the kinefx -> agent conversion behind the scenes for you
For UsdSkel, SOP Import requires agent primitives, which is why the SOP Character Import LOP exists to do the kinefx -> agent conversion behind the scenes for you
Houdini Lounge » USD Skin/Animation export and import
- cwhite
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I might be misunderstanding, but if you just specify the Animated Pose sop path then that'll only import a Skeleton and Skel Animation prim, which you can use for layering?
Houdini Lounge » USD Skin/Animation export and import
- cwhite
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I think the SOP Character Import LOP [www.sidefx.com] might be what you're looking for?
Technical Discussion » Difference between turn on "Create Packed Fragments"or not
- cwhite
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You probably only need to pack the proxy geometry going into the simulation, and transfer the motion to high-res geometry afterwards
I believe this is just a viewport limitation, though, as the materials are e.g. rendered in mantra if the Declare Materials parameter is configured to include all shaders in the scene
I believe this is just a viewport limitation, though, as the materials are e.g. rendered in mantra if the Declare Materials parameter is configured to include all shaders in the scene
Technical Discussion » Difference between turn on "Create Packed Fragments"or not
- cwhite
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I'd suggest reading https://www.sidefx.com/docs/houdini/model/packed.html [www.sidefx.com]
If the toggle is off, Packed Geometry primitives are created instead. Both will "work" but are optimized for different use cases: in your case, for fractured pieces you should be using packed fragment primitives.
If the toggle is off, Packed Geometry primitives are created instead. Both will "work" but are optimized for different use cases: in your case, for fractured pieces you should be using packed fragment primitives.
Houdini Indie and Apprentice » Geometry Spreadsheet doesn't display Array
- cwhite
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`nearpnts` is just a variable, same as `searchrad`. If you want to write it out to an attribute, then you could use something like `i@myattrib = nearpnts`.
The entire snippet is executed for each point in the original geometry - @ptnum gives you the index of that point
So for every point, it's creating a line to each nearby point within the search radius
The entire snippet is executed for each point in the original geometry - @ptnum gives you the index of that point
So for every point, it's creating a line to each nearby point within the search radius
Technical Discussion » Houdini Crowd Sim
- cwhite
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Hard to say without a scene file, but you could check whether the Agent Prep SOP has any hip joints specified. For a quadruped I think you'd want two "hips" for the pairs of legs, at the shoulders and lower spine
Then, also check if the hip adjustment settings are enabled on the solver
Then, also check if the hip adjustment settings are enabled on the solver
Houdini Indie and Apprentice » Friction or dampening within a ConeTwist constraint?
- cwhite
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If you're manually setting the motor target, then yes that's the case.
The `Target Current Pose` option is more like plasticity, where the solver updates the target pose for you at each substep if the motor wasn't strong enough to keep the anchor at its target
The `Target Current Pose` option is more like plasticity, where the solver updates the target pose for you at each substep if the motor wasn't strong enough to keep the anchor at its target
Houdini Indie and Apprentice » Friction or dampening within a ConeTwist constraint?
- cwhite
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If you turn on the motor option and set it to Target Current Pose, that will resist rotation changes from the current anchor orientation. Increasing the Max Impulse will make the effect stronger
Technical Discussion » Lock RBD constraints angle
- cwhite
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Hard constraints (with constraint type set to all) should keep the relative rotation between the constraint anchors the same. However, if they aren't being completely enforced, that's a sign you might need more constraint iterations on the solver
Technical Discussion » Swap rbd during simulation
- cwhite
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I think you can do this by first replacing the packed prims' contents with the new shape(e.g. with the Pack Inject SOP, or by copying the point attribs over to new packed prims) and then resetting the 'id' point attrib to -1 which will cause the solver to re-import the shape. You might also set 'computecom' and/or 'computemass' to 1 if you want those properties to be recomputed for the new geometry.
Solaris and Karma » sop crowd import to usd rop
- cwhite
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I'm not sure offhand what causes the animation layer to be flattened as an implicit layer, but depending on the Save Style on the USD ROP it would be saved out to its save path
Having each agent as a payload probably wouldn't help much, I think, since they're individually pretty lightweight (just a SkelAnimation prim and then a reference to some shared prims). Deactivating or using population masks sounds like the best approach for pruning
The difference in playback speed is to be expected currently, as the SOP viewport is doing instanced GPU skinning, which isn't supported in Hydra / Houdini GL currently in the solaris viewport.
Having each agent as a payload probably wouldn't help much, I think, since they're individually pretty lightweight (just a SkelAnimation prim and then a reference to some shared prims). Deactivating or using population masks sounds like the best approach for pruning
The difference in playback speed is to be expected currently, as the SOP viewport is doing instanced GPU skinning, which isn't supported in Hydra / Houdini GL currently in the solaris viewport.
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