druitre
druitre
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Crowdmotionpath SOPs - triggers, states and duration March 21, 2025, 11:42 a.m.
Hi, I'm trying to set up a transition in my crowdmotionpath system that will select clips randomly from a set each n number of frames/seconds. In its most simple form, say I have a 'walking' and a 'standing' clip and I want the agents in my crowd randomly alternate walking and standing still. For random lengths of time.
As a side question: I've tried using the state attribute but although I can set one in the transition SOP, I can't figure out how to use it in a trigger.
As a side question: I've tried using the state attribute but although I can set one in the transition SOP, I can't figure out how to use it in a trigger.
Vellum Cloth Sim with Crowds. Feb. 18, 2025, 6:02 a.m.
tamte
well, no, packed agents don't support any sort of point cache
you only have 2 options, as mentioned above, either bake your deforming geo into skinned geo with set of bones and corresponding animation channels, or you can try using new blendshapes support, which would entail baking the whole sim into blendshape per frame and channel per blendshape where it turns on for that frame
I'm bumping this as I'm running into this same issue and I couldn't find anything more recent on this topic.
Is the situation still the same (H20.5.487)? No support for any sort of cache on agents (or agent layers, for that matter)?
package file that points to shared packages folder Dec. 20, 2023, 10:24 a.m.
I don't know if I'm simplyfying things here too much, but at our studio this works with this simple json in each workstation's standard houdini packages dir. No need to do anything with your .env.:
{
"enable" : true,
"package_path" : "X:/Application Specific/Houdini/packages"
}