Hi everyone!
We're running into the following pb that seems to be a difference of logic bewteen Houdini and other softwares: `
in other crowd softwares such as Massive, Golaem, we're able to have a clipA transition into clipB at ANY time within a transition region, the synchronisation (=relative offset) bewteen clipA and clipB being determined based on when the trigger 'takes effect'
This workflow doesn't seem to apply here, instead the relative offset of clipA and clipB seems`always predetermined (by syncA and syncB) and the trigger only tells whether or not the transition will happen during the defined transition region.
So if the trigger is during the transition region/ after syncA, clipB will be as if it has already been playing ( as defined by the synchronisation), and not be based on the trigger anymore ( it`ll be further along).
Is it how it's supposed to work? is there a workaround?
We're in a case where we don't have 'transition clips', ( like an idle-to-walk between an idle and walk)which happens more often than not in production.. so we need to have more leeway and rely less on exact synchronization.
Right now, our workaround is creating as many transition regions as there are frames within a transition region, which feels
somehwat cumbersome/not very elegant ( though doable with VEX) especially if we have a transition region with a large number of frames, and might slow down the overall sim
Isn't there a simple way?
PB: Crowd Transition at any frame not just sync frame
449 0 1- HybrideRD
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