my characters are not popping up high enough in the sky. do you have any suggestions? And some do not seem to be affected at all by the metaball, or they just collapse without springing into the air
Great tutorial I really learned some new things today but I have a quick question for you. My agents have a small glitch and yours have one too. If you look at the render at 0:37 you can see there is a guy on the left that jumps over a frame or is not looped properly. I have encountered this problem many times and sometimes it's very obvious and sometimes it's subtle, but it's there. Do you might have a solution for this?
Hi, sorry to bother you, but I think I ran into the same problem. My agents are triggered by RBD Impact and when they are hit, they glitch for one frame and ragdoll for that frame, then they go back to normal and play the death animation. For example: frame 1 - walk, frame 2 - glitching/popping (RBD Impact trigger goes off) they go ragdoll, frame 3 - go back to normal pose and start playing the death animation. Did you find a solution? I'm using Houdini 19.5
Nice Tutorial, i managed to do my own little crowd simulation. Only thing is i have a problem with is exporting the sim as alembic for use in C4D. Which node do i have to export, and which point attributes? Else the file is several hundred gb in size, if i export everything.
My scale was off and I didn't see any blue dots in the 'Agent Collision Layer Selection' if you decrease the minimum bone length that should do the trick! Hopefully this will help someone else
Hey buddy I think it's not working with all the mixamo character. I am making this kind of scene but with other mixamo character but it's behavior is bit wierd. Could you please help me over there.
Great Tutorial man..... loved it. Can you just help with the texturing please... i cant figure out how to texture the crowd.. can you please tell me how did you texture after simulation
@@ShawarmaBaby will you please make a brief video on it and upload it to your channel or upload it to drive and paste the link here so we also learn about the texture as i applied uv texture it destroys th UV
Hi! I've done nearly the same scene, but used another skeleton (imported fbx) and after hitting with metaball all joints break apart, but I don't need it. Tried all checkboxes in the rigid body solver, but nothing works. What it could be? Thanks for the tutorial!
Really awesome tutorial and enjoyable to follow along. Quick question for you, when you're playing back the simulation for the first time, was that what you're seeing in real-time or is that a playback for the video? Just curious what to expect from my system. Currently it's a 3990x with 256gb of ram, and my simulation time is nowhere near what you had in the video. Just curious if I missed something in the process. Thanks again for this great learning resource. Amazing work.
Hi John! Glad you're enjoying the video! So when I'm setting up the camera my screen is playing in real-time however when I test a few frames of the bullet sim I fast forward my screen.
Great tutorial! But I encountered a problem at 27:30 , the crowd transition keep warning "Vex error: Input state pattern 'walk' does not match any states in the simulation.", totally no idea how to fix it, do you have any solution for this?
@@TheVFXSchool I ‘m just not so sure . Cause I saw number of joint in mocab in houdin looks so different from number of join that we rigg in Maya . Thank you so much .🙏
This doesn't make sense to me, but when I made the axial force a negative value it started working. I also cranked it up to -200 just to make sure it was working. So the radial force should be a positive value, the axial force a large negative value and then in the popmetaballforce in the dopnet the Force Scale should be negative.
When rendering crowds in Redshift dont forget to turn Instancing SOP Level Packed Primitives in Redshift OBJ -> Setting, If not, it will take forever to render
You skipped the hardest part you only used tha black colour on alien infact telling us about how to apply textures to that its really important to me to learn about Houdini character shaders and render it out with vray or arnold or redshift Please make a tutorial or tell me here how to apply shaders on character as you applied in the introduction videos Because I'm applying the texture but they are destroying the UV's Please help I'll be highly obliged to you... And in your courses you never used any GPU redner you always use Mantra as it is very slow Please use vray and make a tutorial on that
the lesson itself is very cool and allows you to learn a lot, but the fact that this lesson does not say a word about how to ultimately apply the material to such a crowd is of course a huge minus...
Great tutorial ! Thanks..
Please make more tutorials like this...👏👏👏
Please...
my characters are not popping up high enough in the sky. do you have any suggestions? And some do not seem to be affected at all by the metaball, or they just collapse without springing into the air
I have the same feeling, the metaball just breaks their legs and the characters fall to the ground without flying into the air at all)
@@BrianMartees did you figure it out? I'm having the same issue :(
Letsgo!!✌✅
Always Loved your training - series... This one is no exception!! 🤟🤟
Heyyy nyc tutorial Man thanq & I did Step To Step But Aliens Are Not Going Up ???? Can You Tell Me What I missed
Great tutorial I really learned some new things today but I have a quick question for you.
My agents have a small glitch and yours have one too. If you look at the render at 0:37 you can see there is a guy on the left that jumps over a frame or is not looped properly. I have encountered this problem many times and sometimes it's very obvious and sometimes it's subtle, but it's there. Do you might have a solution for this?
Hi, sorry to bother you, but I think I ran into the same problem. My agents are triggered by RBD Impact and when they are hit, they glitch for one frame and ragdoll for that frame, then they go back to normal and play the death animation. For example: frame 1 - walk, frame 2 - glitching/popping (RBD Impact trigger goes off) they go ragdoll, frame 3 - go back to normal pose and start playing the death animation.
Did you find a solution? I'm using Houdini 19.5
Epic tutorial, would you go about bringing this into Unreal?
i am a beginner my question is how can i get the workspace of Houdini like yours. thank you
Nice Tutorial, i managed to do my own little crowd simulation. Only thing is i have a problem with is exporting the sim as alembic for use in C4D. Which node do i have to export, and which point attributes? Else the file is several hundred gb in size, if i export everything.
the code is:
float scaleMult = fit01(rand(@id),0.5,1);
forcescale *= scaleMult;
Thank you so much
❤❤❤❤
Perfect, love your tutorials
So coool Thx for sharing
May i ask a question as a noob, where is bake agent in Houdini 19, can't find it in the shelf tools
Thanks a lot
awesome
The new Agent Layer node (2.0) is a different workflow, could you please make a tutorial on that. Thanks
how use character that rigged and animated in houdini as agent? thank you
My scale was off and I didn't see any blue dots in the 'Agent Collision Layer Selection' if you decrease the minimum bone length that should do the trick! Hopefully this will help someone else
could you elaborate more on this?
Hey buddy I think it's not working with all the mixamo character. I am making this kind of scene but with other mixamo character but it's behavior is bit wierd. Could you please help me over there.
can you guide me to add texture metarial character fbx to crowd
Great Tutorial man..... loved it. Can you just help with the texturing please... i cant figure out how to texture the crowd.. can you please tell me how did you texture after simulation
U must apply a uv texture before simulating and before populating it. Just a Uvproject or uvtexture
@@ShawarmaBaby will you please make a brief video on it and upload it to your channel or upload it to drive and paste the link here so we also learn about the texture as i applied uv texture it destroys th UV
hello,how to render this out? the body has two materials
Hi! I've done nearly the same scene, but used another skeleton (imported fbx) and after hitting with metaball all joints break apart, but I don't need it. Tried all checkboxes in the rigid body solver, but nothing works. What it could be? Thanks for the tutorial!
i also had same problem ... u have to set hard constraint
Really awesome tutorial and enjoyable to follow along. Quick question for you, when you're playing back the simulation for the first time, was that what you're seeing in real-time or is that a playback for the video? Just curious what to expect from my system. Currently it's a 3990x with 256gb of ram, and my simulation time is nowhere near what you had in the video. Just curious if I missed something in the process. Thanks again for this great learning resource. Amazing work.
Hi John! Glad you're enjoying the video! So when I'm setting up the camera my screen is playing in real-time however when I test a few frames of the bullet sim I fast forward my screen.
Can I borrow your system hahha,
Great tutorial! But I encountered a problem at 27:30 , the crowd transition keep warning "Vex error: Input state pattern 'walk' does not match any states in the simulation.", totally no idea how to fix it, do you have any solution for this?
It's called Walking not walk
Great tutorial . Is it possible to import Character rigging and animation from maya to Houdini to create Crowd simulation. Thank you.
Hey! Yes, it's possible! You can export your character as FBX from Maya.
@@TheVFXSchool I ‘m just not so sure . Cause I saw number of joint in mocab in houdin looks so different from number of join that we rigg in Maya . Thank you so much .🙏
Hey whenever i use the collision node i dont see any points on the geo. Can someone help me out?
is project file available somewhere?
what am i doing wrong in the metaball part >.
This doesn't make sense to me, but when I made the axial force a negative value it started working. I also cranked it up to -200 just to make sure it was working. So the radial force should be a positive value, the axial force a large negative value and then in the popmetaballforce in the dopnet the Force Scale should be negative.
Can you make a tutorial crowd with redshift renderer, I will buy it immedialy
Thank you! We will take it into consideration.😉
When rendering crowds in Redshift dont forget to turn Instancing SOP Level Packed Primitives in Redshift OBJ -> Setting, If not, it will take forever to render
@@ShawarmaBaby but if do that the animation will be the same in every clone
@@ZodiacII You lost me there, cause now Im rendering my first crowd and I want exactly that to happen, otherwise I dont know.
@@ZodiacII I realised this by now, after having rendered like 30 hours or more u.u
You skipped the hardest part you only used tha black colour on alien infact telling us about how to apply textures to that its really important to me to learn about Houdini character shaders and render it out with vray or arnold or redshift
Please make a tutorial or tell me here how to apply shaders on character as you applied in the introduction videos
Because I'm applying the texture but they are destroying the UV's
Please help I'll be highly obliged to you...
And in your courses you never used any GPU redner you always use Mantra as it is very slow
Please use vray and make a tutorial on that
the lesson itself is very cool and allows you to learn a lot, but the fact that this lesson does not say a word about how to ultimately apply the material to such a crowd is of course a huge minus...