Hey Mr. White
Unchecking Limit Particle Speed to Gait Speed Range did the trick.
Good to know, what else influences the agents.
Thank you so much. Awesome support!
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Houdini Indie and Apprentice » Crowd, POP & Steer Seek
- Marc Lauper
- 13 posts
- Offline
Houdini Indie and Apprentice » Crowd, POP & Steer Seek
- Marc Lauper
- 13 posts
- Offline
Hi guys
My goal is a fish swarm with several behaviors.
First I did a setup with just a POP solver, using
the POP Flock (swarming) and POP Steer Seek (build formation).
This all worked as expected.
Then I thought a crowd setup would be really nice, since I get kind
of a behavior tree to blend the states more easy and I also get
animation clips for the simulation.
Even though I used the same settings for the POP nodes, the behavior
within crowd was pretty different.
I then realized, that there is an avoidance tab on the crowd solver,
which introduced additional force to the sim. So I turned that off.
As I introduced the second state (formation) with a single POP steer Seek
node in it, again, the behavior was pretty off.
Instead of seeking their goal, slowing down and stopping (like in my POP solver setup),
The agents seek their target, but don't slow down properly. They overshoot, come back, overshoot again,
and so on. As if the agents would maintain the same momentum that never decreases.
? Why is that ? I couldn't find any more forces that might influence the agents..
I attached a simple scene with both setups (crowd and pop only).
Would be great if someone could help me out here.
Thanks
My goal is a fish swarm with several behaviors.
First I did a setup with just a POP solver, using
the POP Flock (swarming) and POP Steer Seek (build formation).
This all worked as expected.
Then I thought a crowd setup would be really nice, since I get kind
of a behavior tree to blend the states more easy and I also get
animation clips for the simulation.
Even though I used the same settings for the POP nodes, the behavior
within crowd was pretty different.
I then realized, that there is an avoidance tab on the crowd solver,
which introduced additional force to the sim. So I turned that off.
As I introduced the second state (formation) with a single POP steer Seek
node in it, again, the behavior was pretty off.
Instead of seeking their goal, slowing down and stopping (like in my POP solver setup),
The agents seek their target, but don't slow down properly. They overshoot, come back, overshoot again,
and so on. As if the agents would maintain the same momentum that never decreases.
? Why is that ? I couldn't find any more forces that might influence the agents..
I attached a simple scene with both setups (crowd and pop only).
Would be great if someone could help me out here.
Thanks
Edited by Marc Lauper - 2016年6月24日 05:50:47
Houdini Indie and Apprentice » Cloud rendering > recommendations?
- Marc Lauper
- 13 posts
- Offline
Houdini Indie and Apprentice » Question about crowds and orientation/heading
- Marc Lauper
- 13 posts
- Offline
Thanks cwhite. Up vector drop-down solves my problem.
As for the initial force; I have to investigate on that further.
Cheers
As for the initial force; I have to investigate on that further.
Cheers
Houdini Indie and Apprentice » Question about crowds and orientation/heading
- Marc Lauper
- 13 posts
- Offline
Hi there
I made a simple crowd with fish agents.
Just one state, which is swim.
My first problem is that the agents (fish) can change their heading only in
the xz plane. Since the swarm is not constrained to a ground plane,
how can I allow the fishes heading (controlled by velocity) to change in all planes?
The second question:
- I set up a crowd using “Populate” and “Simulate” from the shelf.
- Then set “Initial Velocity”, “Heading”, “Up” to 0 in the “Crowdsource” node.
> As soon as I add a POP node (ie pop force) in the simulation, I also get an
initial force on the Z axis. Why is that and where does it come from?
Any help appreciated
I made a simple crowd with fish agents.
Just one state, which is swim.
My first problem is that the agents (fish) can change their heading only in
the xz plane. Since the swarm is not constrained to a ground plane,
how can I allow the fishes heading (controlled by velocity) to change in all planes?
The second question:
- I set up a crowd using “Populate” and “Simulate” from the shelf.
- Then set “Initial Velocity”, “Heading”, “Up” to 0 in the “Crowdsource” node.
> As soon as I add a POP node (ie pop force) in the simulation, I also get an
initial force on the Z axis. Why is that and where does it come from?
Any help appreciated
Houdini Indie and Apprentice » uv triplanar projection
- Marc Lauper
- 13 posts
- Offline
Houdini Indie and Apprentice » uv triplanar projection
- Marc Lauper
- 13 posts
- Offline
Hey guys
Just installed 15.5 and looking for the new uv triplanar projection node.
Unfortunately I can't find it.. Also the link to it on the “what's new” page is dead.
Any ideas?
Thanks
Just installed 15.5 and looking for the new uv triplanar projection node.
Unfortunately I can't find it.. Also the link to it on the “what's new” page is dead.
Any ideas?
Thanks
Houdini Lounge » Houdini Engine for 3ds Max: whats going on?
- Marc Lauper
- 13 posts
- Offline
Hi Guys
As per instructions I set:
PATH = C:\Program Files\Side Effects Software\Houdini 15.0.244.16\bin;%PATH%
As far as I understood, this is the only path required, if the pre compiled binaries are used.
As per instructions I set:
PATH = C:\Program Files\Side Effects Software\Houdini 15.0.244.16\bin;%PATH%
As far as I understood, this is the only path required, if the pre compiled binaries are used.
I tried to use the direction of the DLO file for the engine path.Did that as well.. no success.
I tried the usual sollution for Max-DLO problems (copy them to a folder inside plugins)
Houdini Lounge » Houdini Engine for 3ds Max: whats going on?
- Marc Lauper
- 13 posts
- Offline
Hi arctor
Thanks for your reply.
Yes, I'm running Houdini 15.0.244.16.
Just to make sure.. The Engine installs with Houdini 15.0.244.16, right?
I don't have to install additional software for the Engine, just the regular Houdini install + the plugins for the app I want to run hda's?
In this case I installed Houdini, 3dsmax and then the binaries from github into max root.
+forgot to mention: Running Win7 64bit here
Thanks for your reply.
Yes, I'm running Houdini 15.0.244.16.
Just to make sure.. The Engine installs with Houdini 15.0.244.16, right?
I don't have to install additional software for the Engine, just the regular Houdini install + the plugins for the app I want to run hda's?
In this case I installed Houdini, 3dsmax and then the binaries from github into max root.
+forgot to mention: Running Win7 64bit here
Houdini Lounge » Houdini Engine for 3ds Max: whats going on?
- Marc Lauper
- 13 posts
- Offline
Hi there
I also got LuFu83's problem.
“DLL <….\HoudiniEngineFor3dsMax2016.dlo> failed to initialize. Error code 126. Module not found”
I run the Houdini 15 Indi and 3dsmax 2016.
- Copied the “plugins” and “scripts” folder to 3dsmax 2016 root
- Created an empty “Assets” folder
- Set the PATH var
> Start 3dsmax and get the error above
Even though I got the error, the Houdini Engine menu is functional within 3dsmax. So I could set the “Asset” folder in the settings.
- Also set the “Asset” folder to system paths
BUT since the HoudiniEngineForMax2016.dlo does not load, I can't generate anything.
So you guys who managed to get it to run.. did you do anything else?
Did I miss an important step?
I also got LuFu83's problem.
“DLL <….\HoudiniEngineFor3dsMax2016.dlo> failed to initialize. Error code 126. Module not found”
I run the Houdini 15 Indi and 3dsmax 2016.
- Copied the “plugins” and “scripts” folder to 3dsmax 2016 root
- Created an empty “Assets” folder
- Set the PATH var
> Start 3dsmax and get the error above
Even though I got the error, the Houdini Engine menu is functional within 3dsmax. So I could set the “Asset” folder in the settings.
- Also set the “Asset” folder to system paths
BUT since the HoudiniEngineForMax2016.dlo does not load, I can't generate anything.
So you guys who managed to get it to run.. did you do anything else?
Did I miss an important step?
Technical Discussion » promote paint sop?
- Marc Lauper
- 13 posts
- Offline
Hi guys
I'm try to create a Digita lAsset from my scatter tool.
I use a lot of paint sop's to control different aspects of the tool.
A unified interface would be very welcome to organize those maps.
But it seems I can't just hook those nodes to my DA's interface.
I found this thread about the topic: promoting tool interfaces [sidefx.com]
Since the attached demo file is five years old, I can't load it properly in H15.
I wonder if there is a better solution available in the meantime.
Any help appreciated.
Cheers
Marc
I'm try to create a Digita lAsset from my scatter tool.
I use a lot of paint sop's to control different aspects of the tool.
A unified interface would be very welcome to organize those maps.
But it seems I can't just hook those nodes to my DA's interface.
I found this thread about the topic: promoting tool interfaces [sidefx.com]
Since the attached demo file is five years old, I can't load it properly in H15.
I wonder if there is a better solution available in the meantime.
Any help appreciated.
Cheers
Marc
Houdini Indie and Apprentice » For Each Loop And Primitive Groups
- Marc Lauper
- 13 posts
- Offline
Houdini Indie and Apprentice » For Each Loop And Primitive Groups
- Marc Lauper
- 13 posts
- Offline
Hi Guys
Just picked up Houdini and love it so far! Working through some tutorials to get the hang of it.
I try to create a scatter tool. After scattering my objects, I use a dopnet to separate intersecting objects.
While it works quite nice, this can lead to objects being moved above or below the ground plane.
I would like to delete objects that get displaced in height.
I thought I could use a for each loop now, iterate through all the distributed objects, use a ray sop to create a point on the ground plane and then measure the distance to the object. If above or below X units from the ground pane, delete it.
My problem is, that the for each loop only takes primitives or points, but I got primitive groups, created from the copy sop (Which I fed with polygonal objects).
So if I have just a random transform (based on iteration) in the loop, it transforms every primitive (face), instead of the group (whole object).
Is there any way to iterate just over any group, instead of primitive? In the rbd fractured object node, there was a group mask field.. Something similar in for each?
Any help appreciated.
Cheers
Marc
Just picked up Houdini and love it so far! Working through some tutorials to get the hang of it.
I try to create a scatter tool. After scattering my objects, I use a dopnet to separate intersecting objects.
While it works quite nice, this can lead to objects being moved above or below the ground plane.
I would like to delete objects that get displaced in height.
I thought I could use a for each loop now, iterate through all the distributed objects, use a ray sop to create a point on the ground plane and then measure the distance to the object. If above or below X units from the ground pane, delete it.
My problem is, that the for each loop only takes primitives or points, but I got primitive groups, created from the copy sop (Which I fed with polygonal objects).
So if I have just a random transform (based on iteration) in the loop, it transforms every primitive (face), instead of the group (whole object).
Is there any way to iterate just over any group, instead of primitive? In the rbd fractured object node, there was a group mask field.. Something similar in for each?
Any help appreciated.
Cheers
Marc
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