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Technical Discussion » Cone Twist Constraint rotation damping/resistance?
- cwhite
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To add resistant to rotation (while still within the limits), you can turn on Enable Motor and Target Current Pose, which will try to maintain the current relative orientation depending on the motor's strength
Solaris and Karma » crowds in solaris
- cwhite
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Would you be able to attach your file (or submit it to SideFX support)?
It sounds like there is definitely something going wrong, especially if both importing as UsdSkel and importing as a mesh are not working well..
It sounds like there is definitely something going wrong, especially if both importing as UsdSkel and importing as a mesh are not working well..
Technical Discussion » Houdini 20 Crowd Agents Render as Spheres in /Stage
- cwhite
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If a USD curves prim has no `widths` attribute authored, I think Hydra will default to displaying it with a width of 1.0
This is coming from the `main_ctrl_nurbs_curve0` shape which you probably don't want to render anyways - you could either filter that out as you're importing the agent from FBX (using the KineFX route of FBX Character Import -> Agent from Rig -> Agent Layer etc gives you the most flexibility to remove and alter shapes), or use the Agent Layer SOP to just create a new layer which contains the skin geometry but not that curve shape
This is coming from the `main_ctrl_nurbs_curve0` shape which you probably don't want to render anyways - you could either filter that out as you're importing the agent from FBX (using the KineFX route of FBX Character Import -> Agent from Rig -> Agent Layer etc gives you the most flexibility to remove and alter shapes), or use the Agent Layer SOP to just create a new layer which contains the skin geometry but not that curve shape
Animation » Value clip on USD skel animation impossible ?
- cwhite
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I'm not aware of any limitations in USD that would prevent this from working.
Do you have an example of your setup?
Do you have an example of your setup?
Technical Discussion » Houdini 20 Crowd Agent Clip Transition Shrinks to Points
- cwhite
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Yeah, I was just about to reply that there was some sort of scale mismatch between the clips (the other clips looked to be scaled down by an extra factor of 0.01), so an inconsistent hierarchy could explain that.
Technical Discussion » Kinefx rig in crowds?
- cwhite
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Your setup looks fairly reasonable from the network screenshots, at least. The agentclip node looks like it isn't time-dependent, so you might need to turn on the Clip Preview settings to get it to preview playback of the new clip you added?
Technical Discussion » Setting hip adaptation for quadruped crowds
- cwhite
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For a quadruped you'll want to add two Torso entries, with the Hips configured to be the parent joint for each pair of legs. The lower back joint is just used for the leaning option and can be omitted, and similarly the Head joint is just used for lookats so you could leave one empty
https://www.sidefx.com/tutorials/advanced-crowds-quadrupeds-dynamics-and-how-to-work-with-problematic-assets/ [www.sidefx.com] should also cover some of this
https://www.sidefx.com/tutorials/advanced-crowds-quadrupeds-dynamics-and-how-to-work-with-problematic-assets/ [www.sidefx.com] should also cover some of this
Technical Discussion » Crowd not following terrain
- cwhite
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Yeah, the terrain projection is based on raycasting so you're likely correct that the sharp corners are the problem.
I'd maybe try using some proxy geometry for the terrain where the corners are smoothed out? You might want that anyways so that the agent turns in a smoother manner instead of snapping quickly to the new up vector
I'd maybe try using some proxy geometry for the terrain where the corners are smoothed out? You might want that anyways so that the agent turns in a smoother manner instead of snapping quickly to the new up vector
Technical Discussion » Crowd agents without rig?
- cwhite
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You don't necessarily need to export to another file format - you could use the KineFX tools to set up the blendshapes (https://www.sidefx.com/docs/houdini20.5/character/kinefx/blendshapes.html) and then create an agent out of the kinefx character (https://www.sidefx.com/docs/houdini20.5/character/kinefx/exportcharacters.html#crowds)
Houdini Indie and Apprentice » H20: CROWD: Agentlayer node: how to bind a shape to bone
- cwhite
- 727 posts
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I think the equivalent is using the Shape Bindings tab near the top (setting the Transform Name to the joint to attach to). See also: https://www.sidefx.com/docs/houdini/crowds/diversity.html#adding-static-shapes [www.sidefx.com] and https://vimeo.com/681436612 [vimeo.com]
Technical Discussion » Crowd agents without rig?
- cwhite
- 727 posts
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Agent primitives use either skinning and/or blendshapes for animation, so if skinning isn't usable you could convert into blendshapes with a shape per frame or something like that
Technical Discussion » How to assign agent layers
- cwhite
- 727 posts
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The Crowd Assign Layers SOP is probably what you're looking for, but you'll want to set up a separate agent layer for the prop shape. The 'LayerVariations' helpcard example for Agent Layer should be pretty close to what you're doing
Technical Discussion » How to perform multithreaded GU_Detail->load() ?
- cwhite
- 727 posts
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It shouldn't be required to do anything like that - I've filed a bug to investigate what's happening
Solaris and Karma » Solaris Crowd import, agent definitions issue
- cwhite
- 727 posts
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FYI, comparing the hou.AgentDefinition's is the correct way to see if you have somehow created multiple unique agent definitions. Individual pieces like the rig and shape library can potentially be shared across agent definitions, e.g. if you have a new version of an agent definition which just contains some new clips
Technical Discussion » How to perform multithreaded GU_Detail->load() ?
- cwhite
- 727 posts
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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
- cwhite
- 727 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
- cwhite
- 727 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
- cwhite
- 727 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
- cwhite
- 727 posts
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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
- cwhite
- 727 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...
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