Hybride Technologies A Ubisoft division

HybrideRD

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Houdini Engine

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Recent Forum Posts

PB: Crowd Transition at any frame not just sync frame 2024年3月26日14:40

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?

Manually adding blendshapes to crowd agents 2023年12月6日10:03

Thanks a lot! I will give that a try

Manually adding blendshapes to crowd agents 2023年11月30日13:37

Hi everyone!
I'm trying to add blendshapes "manually" to my crowd agent ( without relying on the character rig or python methods), but instead
using the agent layer SOP.
Is there any help or example on how to set that up?

The videos i have found show how to pull that out from a character rig, all in one go , but in our case, rigs, shapes, and blendshapes come each from different sources .

Thanks a lot