Mar 08, 2025 9:15 PM
Mar 09, 2025 9:35 AM

Houdini Crowds Sink

· Houdini MOC · #note/sink

Gait and agent speed

Source

The gait speed controls how the clip is retimed based on the particle speed, but if Limit Particle Speed to Gait Speed Range is enabled it is also used to set speed limits on the agent's particle.

The 'steerforce' and 'steerweight' attributes accumulate a weighted average of different forces, which the POP Steer Solver (inside the crowd solver) uses to set the 'force' attribute

Agents from KineFX

CG Wiki Crowds

Agents are assumed to be skeleton based, the rest rides on top of that. So the workflow is

You might assume that once you've got a final kinefx bone deformed thing or packed character you'd just pipe that into an agent, but no, you essentially recreate it again but in an agent context.

CG Wiki on Crowds

Agent Primitives: Geometry
00:01 - Intro to shapes, deformers, and layers
06:56 - Demo of Agent Layer 2.0 and Crowd Assign Layers
23:02 - Deformers and rigid shape bindings
27:25 - Bounding boxes
30:59 - Vellum workflow

Crowds Quick Intro

Rapid Crowd Generation in Houdini 20 (+Agents in USD)
Attaching Props using layers and Solaris solution, Time Dependency Optimization, Motion paths (simulation-free) with triggers and avoids

A few notes on Houdini Crowd Simulations

KineFX Crowds
0:00:43 Intro
0:01:42 Motionclip basics
0:13:49 Blending Clips
0:22:29 Agent Promotion