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TOTAL DURATION: 3h 22m

In this course, we’ll explore Houdini’s new SOP-based crowd tools and build a complete crowd scene from start to finish. You’ll learn how to bring in characters, set up motion paths, add animation layers, work with cloth, and finally render everything in Solaris using Karma. By the end, you’ll be able to create believable, dynamic crowds for your own projects.

CREATED BY

AYUSH YADAV

Lead Crowd TD at DNEG, specializing in crowds with additional experience in FX and generalist tasks.

More from Ayush Yadav

コメント

  • LukeP 6ヶ月, 1週間 前  | 

    Awesome! Thanks for this!

  • luzardofilho 5ヶ月, 2週間 前  | 

    Really Cool, thanks

  • hwheel9710 5ヶ月, 1週間 前  | 

    I don't get it. I downloaded the profile files. I opened the first example, and then I set the project and it's still a red exclamation mark. My zipped project doesn't look like the one in the video. It's just the .hip files and three folders "otls, blockingGeo, copy the..." - there's no agents subdirectory etc and that's what the error is complaining about. What am I missing?

    • crude_lens 4ヶ月, 3週間 前  | 

      Just to clarify this bit: I can’t include third-party assets like Mixamo rigs, DAZ characters, or paid Kitbash assets in the course files.

      If you want to follow the videos exactly, you’ll need to download those assets yourself from the original sources. The setups and techniques in the course will work the same with any equivalent characters you already have.

      Hope that clears it up 👍

  • mzinn0827 5ヶ月, 1週間 前  | 

    yeah, I'm seeing the same thing as hwheel9710

    • crude_lens 4ヶ月, 3週間 前  | 

      Just to clarify: I can’t include third-party assets like Mixamo rigs, DAZ characters, or paid Kitbash assets in the course files.

      If you want to follow the videos exactly, you’ll need to download those assets yourself from their original sources. The setups and techniques shown will work the same with any equivalent characters you already have.

      Feel free to ask if anything’s unclear 👍

  • abc5782 4ヶ月, 2週間 前  | 

    Hello. I don't know why but your mat extractor is not working properly.


    Error running callback:
    Traceback (most recent call last):
    File "Sop/mat_extractor_p3::3.6/refresh", line 1, in <module>
    File "Sop/mat_extractor_p3::3.6, PythonModule", line 189, in refresh
    File "C:\PROGRA~1/SIDEEF~1/HOUDIN~1.440/houdini/python3.11libs\houpythonportion\ui.py", line 1158, in decorator
    return func(*args, **kwargs)
    ^^^^^^^^^^^^^^^^^^^^^
    File "C:\PROGRA~1/SIDEEF~1/HOUDIN~1.440/houdini/python3.11libs\hou.py", line 16668, in createNode
    return _hou.Node_createNode(self, node_type_name, node_name, run_init_scripts, load_contents, exact_type_name, force_valid_node_name)
    ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^
    hou.OperationFailed: The attempted operation failed.
    Invalid node type name

    I got this error message.

  • zohaibahsandneg 2ヶ月, 2週間 前  | 

    Video 1 and 2 it would have been better if you explain the concept of scaling and Houdini unit conversions between mixamo and houdini rig etc. How to be sure that rigs models are in correct scale when transferring between the two extra that part needs some extra explanation please thanks.

    • crude_lens 1週間, 2日 前  | 

      Good point, thanks. I’ll add a bit more explanation about Mixamo/Houdini scale conversion and how to make sure the rigs are at the correct scale before transfer in future updates!

  • aparajitindia 1ヶ月, 4週間 前  | 

    thanks. Great learning.

  • Anthony_Buckley 1週間, 3日 前  | 

    Is it correct that only DOPs supports foot locking? I didn’t see the option for it in the tutorial and we work on a plane.

    • crude_lens 1週間, 2日 前  | 

      You can use the Agent Terrain Adaptation SOP for foot locking as well. If the joints are set up correctly in the Agent Prep node, it gives pretty accurate foot locking even on a flat plane, without needing to go into DOPs.

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