Thanks for that.
My confusion come from (among other things) having used this Style Sheet thingy before when the Agent has Agent Shapes.
Now my Agent does not have Agent Shapes, so I have to dig down into the one shape I do have and pick out the Primitive Group.
Does that sound right?
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Technical Discussion » Crowd Agent shapes: Style Sheet is not picking anything up
- dansidi
- 59 posts
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Technical Discussion » Crowd Agent shapes: Style Sheet is not picking anything up
- dansidi
- 59 posts
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Well, by random stabs in the dark, I have found that this works, but I can't tell you why it works.
Such is often the way with Houdini…
Thanks for your help!
Such is often the way with Houdini…
Thanks for your help!
Edited by dansidi - 2020年6月3日 12:23:27
Technical Discussion » Crowd Agent shapes: Style Sheet is not picking anything up
- dansidi
- 59 posts
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cwhite
Note that you don't really need to create separate shapes for the purposes of material assignment
Thanks again.
This is good news, if true.
So, why is my Style Sheet not able to choose between the Shirt, Jeans, Skin, etc?
Is there a way to dig down into the packed agent to find those primitives which have @shop_materialpath = “Jeans” for example?
I have tried many combinations but nothing is working for me.
Please can you show me the syntax for doing that?
Thanks a lot!
Technical Discussion » Crowd Agent shapes: Style Sheet is not picking anything up
- dansidi
- 59 posts
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cwhite
It looks like your agent has a single shape (“default.male_01”) that contains several polygon or polygon soup primitives?
Thanks for that.
So…..
How can I create different Agent Shapes when I make an agent?
I have tried splitting the source geometry into different pieces but then what do I do?
Attach each seperate piece as an Agent Layer? That can't be right, surely?
How is it done?
Let's say I have a mesh from an FBX.
The mesh is a single piece, however the primitives have an attribute called @shop_materialpath
I want all the primitives with @shop_materialpath = “shirt” to be one Agent Shape
and all primitives with @shop_materialpath = “skin” to be another Agent Shape, and so on.
Thanks!
Edited by dansidi - 2020年6月3日 11:57:38
Technical Discussion » Crowd Agent shapes: Style Sheet is not picking anything up
- dansidi
- 59 posts
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Hi any Crowd people out there.
I have made some crowd agents but when I try to render them, the Style Sheets are not finding any Agent Shapes.
If I ‘unpack’ my agent using the AgentUnpack node, then I can see various shapes, but all with the same agentshapename. Why is that? How can I find out the names of any Agent Shapes, if any exist?
Also, I thought that Style Sheets could pick out primitive groups using an attribute expression, like so:
However this is not working either.
What is the syntax for this, please?
Thanks!
EDIT: Hmm, maybe this post should be titled “Crowd Agents Shapes - How Are They Made?”
I have made some crowd agents but when I try to render them, the Style Sheets are not finding any Agent Shapes.
If I ‘unpack’ my agent using the AgentUnpack node, then I can see various shapes, but all with the same agentshapename. Why is that? How can I find out the names of any Agent Shapes, if any exist?
Also, I thought that Style Sheets could pick out primitive groups using an attribute expression, like so:
@shop_materialpath = Skin
However this is not working either.
What is the syntax for this, please?
Thanks!
EDIT: Hmm, maybe this post should be titled “Crowd Agents Shapes - How Are They Made?”
Edited by dansidi - 2020年6月3日 11:12:46
Technical Discussion » How to read STRING attribute value and use it in a parameter? - SOLVED
- dansidi
- 59 posts
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Nevermind.
I saw the “points()” function and that has worked.
Here it the full expression, so that I can use it next time, when I get confused by this rediculous software!
I saw the “points()” function and that has worked.
Here it the full expression, so that I can use it next time, when I get confused by this rediculous software!
`points(0, 0, "agentname")`
Technical Discussion » How to read STRING attribute value and use it in a parameter? - SOLVED
- dansidi
- 59 posts
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Please excuse such a basic question.
I want to read the value of an attribute and stick it into a parameter of a node.
How is this done in Houdini, please?
In my example, I am caching out a load of crowd agents.
The agentdefinitioncache node needs an agent name (string)
There is an attribute which contains a string called @agentname
HOW can I read that name and use it in the agentdefinitioncache ?
Seems such a basic thing but using backticks `@agentname` isn't doing it
I also tried point(0, “agentname”,0)
and detail(0, “agentname”, 0)
and details(0, “agentname”, 0)
I'm clearly missing a basic way of using Houdini properly.
Please help me out and put me straight.
Many thanks!
I want to read the value of an attribute and stick it into a parameter of a node.
How is this done in Houdini, please?
In my example, I am caching out a load of crowd agents.
The agentdefinitioncache node needs an agent name (string)
There is an attribute which contains a string called @agentname
HOW can I read that name and use it in the agentdefinitioncache ?
Seems such a basic thing but using backticks `@agentname` isn't doing it
I also tried point(0, “agentname”,0)
and detail(0, “agentname”, 0)
and details(0, “agentname”, 0)
I'm clearly missing a basic way of using Houdini properly.
Please help me out and put me straight.
Many thanks!
Edited by dansidi - 2020年6月2日 11:26:58
Houdini for Realtime » Crowds in Unreal
- dansidi
- 59 posts
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Hi crowdy people out there!
I have had an idea about using Houdini to make a stadium crowd for Unreal that will react to events inside Unreal.
Having used Houdini Crowds a little bit, I have a rudimentary grasp of the BASICS. However, I do not know anything about Unreal.
First question:
Is it a good idea? I suspect there may be easier ways to make crowd sims inside Unreal. Does anyone know if that is true?
Second question:
Can it be done? I have looked at making HDAs and importing that into Unreal but I could not work out how to get the crowd agents to play their clips. I have looked at the VAT method but I get an error when it renders - somerthing about ‘error rendering child’. No idea.
Third question:
Has anyone had experience with Atoms? I see they have a Unreal product.
If you think I'm running down a blind alley, please let me know!
Thanks, in ignorance,
Dan
I have had an idea about using Houdini to make a stadium crowd for Unreal that will react to events inside Unreal.
Having used Houdini Crowds a little bit, I have a rudimentary grasp of the BASICS. However, I do not know anything about Unreal.
First question:
Is it a good idea? I suspect there may be easier ways to make crowd sims inside Unreal. Does anyone know if that is true?
Second question:
Can it be done? I have looked at making HDAs and importing that into Unreal but I could not work out how to get the crowd agents to play their clips. I have looked at the VAT method but I get an error when it renders - somerthing about ‘error rendering child’. No idea.
Third question:
Has anyone had experience with Atoms? I see they have a Unreal product.
If you think I'm running down a blind alley, please let me know!
Thanks, in ignorance,
Dan
Edited by dansidi - 2020年6月1日 14:00:30
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- dansidi
- 59 posts
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mikelyndon-sesi
That depends on what you want to do
Thanks Mike, for your reply.
Ultimately I want to have a stadium crowd, reacting to events inside Unreal.
I have no idea if this is possible or not, or even if it's a good idea, but it's something to try, isn't it?
I will start a new thread for it, just in case there are other poeple living in that little niche.
I will ask all my questions there. There will be many, I struggle with the basics in Houdini, to be honest,
and I know even less about Unreal…
Edited by dansidi - 2020年6月1日 13:46:32
Houdini for Realtime » Vertex Animation Textures ROP 2.0 Released
- dansidi
- 59 posts
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Hi!
What a thread this is! Amazing work from all concerned.
I have a quick question before I ask a load more questions…
Will this VAT tool work with Crowds into Unreal UE4 ?
If the eanswer is ‘yes’ then I have a hundred more questions!
Thanks a lot.
What a thread this is! Amazing work from all concerned.
I have a quick question before I ask a load more questions…
Will this VAT tool work with Crowds into Unreal UE4 ?
If the eanswer is ‘yes’ then I have a hundred more questions!
Thanks a lot.
Technical Discussion » Embed Crowd Agent in HDA?
- dansidi
- 59 posts
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OK, so I noticed this:
If I use
Then the Agent node will pick up the clip information, but NOT the rig information.
So, is it even possible to do this?
Can you embed Agent definition files inside an HDA?
The docs say that you can embed ANY kind of file, but it does not seem to work with certain Agent definition files. I don't know why.
Can anyone shed some light on this, please?
If I use
opdef:../..?
Then the Agent node will pick up the clip information, but NOT the rig information.
So, is it even possible to do this?
Can you embed Agent definition files inside an HDA?
The docs say that you can embed ANY kind of file, but it does not seem to work with certain Agent definition files. I don't know why.
Can anyone shed some light on this, please?
Edited by dansidi - 2020年5月21日 04:30:39
Technical Discussion » Embed Crowd Agent in HDA?
- dansidi
- 59 posts
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Hi,
I am attempting to make an HDA for Crowd in order to try using it in Unreal. I've used Houdini Crowds a bit but I'm not a Houdini super-wiz and I know even less about setting up HDAs. I could use a little help.
I have got to a point where I have an HDA which accepts Agent Definitions in one input and some points in another input. That seems to work OK (in Houdini, at least. I haven't tried Unreal yet).
Now I want to ‘embed’ my agent definition into the HDA.
Is that possible?
I have tried using the ‘extra files’ section, but I'm certain I'm not doing it right.
How can you read the embedded files? I have read the manual, and tried the following:
opdef:.?
opdef:../..?
oplib:.?
etc, etc, and many variations., but nothing seems to work. How is it done?
I include my test file if you can spare a minute and set me straight.
Many thanks in advance!
I am attempting to make an HDA for Crowd in order to try using it in Unreal. I've used Houdini Crowds a bit but I'm not a Houdini super-wiz and I know even less about setting up HDAs. I could use a little help.
I have got to a point where I have an HDA which accepts Agent Definitions in one input and some points in another input. That seems to work OK (in Houdini, at least. I haven't tried Unreal yet).
Now I want to ‘embed’ my agent definition into the HDA.
Is that possible?
I have tried using the ‘extra files’ section, but I'm certain I'm not doing it right.
How can you read the embedded files? I have read the manual, and tried the following:
opdef:.?
opdef:../..?
oplib:.?
etc, etc, and many variations., but nothing seems to work. How is it done?
I include my test file if you can spare a minute and set me straight.
Many thanks in advance!
Technical Discussion » Extracting .fbm textures from an imported FBX file
- dansidi
- 59 posts
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Technical Discussion » Flag waving crowd agent FBX ?
- dansidi
- 59 posts
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Hi all,
I am working on a stadium crowd shot and I have been getting some mocap/animation from Mixamo, but there is some animation that I cannot find: I'm looking for some mocap or animation of a flag waving guy, preferably in FBX format.
Does anyone have such an animation that I can use or do you know where I can find it?
I don't need the flag itself, just the character with either a flag pole or just a spare joint attached to hands.
Many thanks!
Dan
I am working on a stadium crowd shot and I have been getting some mocap/animation from Mixamo, but there is some animation that I cannot find: I'm looking for some mocap or animation of a flag waving guy, preferably in FBX format.
Does anyone have such an animation that I can use or do you know where I can find it?
I don't need the flag itself, just the character with either a flag pole or just a spare joint attached to hands.
Many thanks!
Dan
Edited by dansidi - 2020年1月28日 17:33:50
Technical Discussion » Why does noise() not work my expression?
- dansidi
- 59 posts
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I gave up with noise() and found snoise() which did seem to work OK.
I can't believe this is a bug that has somehow slipped through.
Surely people are using it all the time but I'm just doing it wrong.
(That's usually what's happening…)
Thanks for your input though!
I can't believe this is a bug that has somehow slipped through.
Surely people are using it all the time but I'm just doing it wrong.
(That's usually what's happening…)
Thanks for your input though!
Technical Discussion » Why does noise() not work my expression?
- dansidi
- 59 posts
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Hmm. thanks, Tomas
I tried that one but it only returns 0.0, whatever I put in the parentheses
noise($FF, $FF, $FF) = 0.0
noise($FF, 0.0, 0.0) = 0.0
noise($FF, $FF+100, $FF+1000) = 0.0
noise($FF, 123, 456) = 0.0
Dunno what's going on with noise()
I tried that one but it only returns 0.0, whatever I put in the parentheses
noise($FF, $FF, $FF) = 0.0
noise($FF, 0.0, 0.0) = 0.0
noise($FF, $FF+100, $FF+1000) = 0.0
noise($FF, 123, 456) = 0.0
Dunno what's going on with noise()
Edited by dansidi - 2020年1月16日 17:23:53
Technical Discussion » Why does noise() not work my expression?
- dansidi
- 59 posts
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I am trying to add some variation to particle birth rate and I thought I could use the noise() function in an expression (see screen grab)
but alas, an error results:
The Help page on the noise() function clearly says that you can use the form
I can use rand() or sin() without an error. Why can I not use the noise() function?
Many thanks
but alas, an error results:
Unable to evaluate expression (Invalid number of arguments for function (/obj/particle_emitter/dopnet1/popsource1/constantrate)).
The Help page on the noise() function clearly says that you can use the form
float noise(pos)
I can use rand() or sin() without an error. Why can I not use the noise() function?
Many thanks
Edited by dansidi - 2020年1月16日 17:06:14
Technical Discussion » Fluid Source SOP gone?
- dansidi
- 59 posts
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Try this in the Texport:
Then in the Dynamics context, you should be able to get an old-style sourcevolume node
opunhide Dop sourcevolume
Then in the Dynamics context, you should be able to get an old-style sourcevolume node
PDG/TOPs » Saving ROP geometry at end of simulation
- dansidi
- 59 posts
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dansidi
Hi tpetrick,
Thanks so much for your explanation. I will try your ‘single frame’ on the ROP GEO Output node suggestion.
Thank you!
WORKS PERFECTLY!!!
Thanks again!
PDG/TOPs » Saving ROP geometry at end of simulation
- dansidi
- 59 posts
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Hi tpetrick,
Thanks so much for your explanation. I will try your ‘single frame’ on the ROP GEO Output node suggestion.
Thank you!
Thanks so much for your explanation. I will try your ‘single frame’ on the ROP GEO Output node suggestion.
Thank you!
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