Posts tagged houdini crowds
Crowds Basic Concept #6D - VEX in Crowd SIM

This is the last video in Concept 6! But there will be more Crowd Simulation Concept videos to come soon! I'm going to take a short break from Crowds just for the next video because Concept #6 took a lot out of me, but I'll be back with Concept 7 very soon! In this video, I finally dive into some simple VEX in Crowds and demonstrate how to do simple calculations during runtime to dynamically guide your Crowd agents. These techniques can be used in your own Crowd scenes in different ways and I hope you'll find the stuff useful in your own projects!

Read More
Crowds Basic Concept #6C - Target Selective Agents

In this video, I'm going to demonstrate how you can target specific agents in the Crowd SIM in Houdini and apply specific Crowd Triggers for full control! We'll organize the agents and give them unique attributes to be used in the Crowd SIM.

Read More
Crowds Basic Concept #5 - In Place and Locomotive Animations

In this video, I demonstrate how you can fix the origin and pivot point of character animations for Crowd Agents in Houdini. Some animations contain movement data that tells Houdini and the Crowd Solver where the character is moving or when the character stops in place briefly for complex motions, like fighting actions and being hit feedback motions. If Houdini and the Crowd Solver doesn't know about these, it'll just treat it as a constant moving character causes unpredictable results. Here I'll show you how to fix this issue and get more realistic results out of your animations.

Read More
Crowds Basic Concept #4 - Custom Rig and Animations

In this video, I demonstrate how to add custom animations to your character, animations that you either made yourself one keyframe at a time or bought online or downloaded from mixamo. We'll then convert it into a Crowd Agent and you'll get to attach your custom animations to Crowd States and Agents.

Read More
Cross Product Basic Concept #5 Examples!

This post is full of example projects of Crowds, Kine-FX, Vellum, Geometry deformation, and more! All driven by the Cross Product. I wanted to illustrate what the Cross Product can do and show you the power that's in your hand from all the knowledge we learned throughout this whole Cross Product mini-series. I hope you enjoy this video! It has a lot of goodies in it. I especially liked the Kine-FX & Crowds integration. By using the Cross Product I can manipulate the Crowd Agent rigs and interact with the environment.

Read More
Vellum Antennas and Crowd Bug Army on Hamster Wheel Terrain

Using Houdini’s Vellum system to procedurally animate the antennas of the bug walk cycle and adjust the Crowd Solver to increase avoidance. Make the Crowd Agents walk upside down all over a hamster wheel terrain and workaround the issue when they walk off the edges.

Read More
Crowd Simulation with Kine FX Rigged Characters Part 2

Crowds, Ragdolls, Kine FX, RBD Collision! I'm going to build on top of the Kine FX topic and use it to animate the Crowd States in Houdini's Crowd Simulations! I'll be demonstrating how to setup ragdolls and use Crowd Triggers to kickstart the ragdoll state. The most interesting part is probably the RBD collision happening with everything mentioned above!

Read More
Crowd Simulation with Kine FX Rigged Characters Part 1

Crowds, Ragdolls, Kine FX, RBD Collision! I'm going to build on top of the Kine FX topic and use it to animate the Crowd States in Houdini's Crowd Simulations! I'll be demonstrating how to setup ragdolls and use Crowd Triggers to kickstart the ragdoll state. The most interesting part is probably the RBD collision happening with everything mentioned above!

Read More