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Full Version: Crowd props not showing up in Solaris
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Lenscowboy
Hi guys,

I am building a crowd system of an invading army. I have a number of agent using the mixamo rig and I've created two props for them: a sword and a shield. It's all going swimmingly until I bring them into Solaris. Then the props don't show up even though they are in the scene graph. I suspect it's either how I've put the crowd together (I'm coming up to speed with the new agentLayer node) or it's due to my noob level knowledge of USD. Either way any help would be appreciated.
cwhite
Would you be able to post a file to reproduce how you're setting up the props?
Hamilton Meathouse
Your display is overridden for those prims (the red dots mean they've been overridden, the closed eye means they're hidden). Click on these icons and they will show up again. You'd then need to put down a Configure Primitive LOP and change the visibility to get that setting to stick.
Lenscowboy
A configurePrimitive lop does edit the visibility but it's the static source sword that becomes visible, not the instanced version that is animated.
Lenscowboy
I am unable to share the file but here is how I am setting up layers in AgentLayer node:
Lenscowboy
I see the geometry is there but the little eye icon does not respond when I try to make it visible, and even if it did it's not going to be useful to have to enable it for hundreds of agents.
Lenscowboy
I noticed this transform which is scaling the props.
I also see that when i disable the gloabl to local space transformation wrangle that I have in sops, it resets this transform in lops to default.
Lenscowboy
This is the vex code I got from the video Mikael Petterson did on the H19 Hive video: https://youtu.be/R7_zI00cAmg [youtu.be]
Could this be messing things up in LOPS?
Lenscowboy
Ahh there is the sword, tiny, on the hand joint.
So the question now is how do I 'freeze' or reset that transform (scale to 1) before importing to LOPS.
cwhite
You shouldn't need to use a wrangle to attach rigid shapes - the easiest way is to set up rigid skinning just like you would in KineFX, using Capture Packed Geometry
Around 25 minutes into https://vimeo.com/681436612 [vimeo.com] demonstrates this

https://www.sidefx.com/docs/houdini/crowds/diversity.html#adding-static-shapes [www.sidefx.com]
Lenscowboy
Oh wow ok thanks. Lots to take in. Will get back to you asap thanks Chris.
Lenscowboy
Solved! Thanks a mil Chris. :-D
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