This is a digital asset crafted in a simple yet clever way for SideFX Houdini

CrowdX is a Houdini asset that transforms crowd simulation into an easy yet intelligent process.

  • Auto Ragdoll Setup using Animation Clip
  • Easy Attachment and Layer
  • Simple Agent Setup
  • Simple Relationship
  • Sticky Dynamic Object
  • Action System for Movement
  • Terrain Adoption
  • Auto DOP Network Setup
  • Smart Attachment
  • Internal Ragdoll Force
  • Input 1: It will take Source Skeleton

Agent: will create an Agent using a Different Option

Simulate: will create movement and guide the crowds

LookDev: Coming Soon…

  • name: specify the agent name, and make sure you don’t have any repetitive names
  • Input: FBX for FBX files and character rig for shape as geometry and skeleton for joints
  • Locomotion mode: This will also convert all the animations to in-place animation
  • Prep (LookAt): You need to specify the joint to have the LookAt effect in the simulation
  • Prep (Foot Lock): You need to specify the joint to train the adoption works in simulation
  • Animations: You can use “FBX Bulk Import” to import multiple files and set up data automatically.
  • Attachments: You can specify an object as a layer with a joint, and you can make this object droppable on a ragdoll, but make sure to recalculate the ragdoll on Auto Mode. This option is unavailable in manual mode, and you can make it a vellum pack and make sure to pack your abject in the end
  • Ragdoll: You can specify collisions and configure joints in manual mode, and you can create a ragdoll using auto mode with clip animation to train
  • Placement: it depends on the input of the node, and it will distribute agents across that
  • Randomization: You can randomize the agent’s animation attachment on the scale

First, you need to rebuild your dop network to create the necessary state

You can create a relationship between agents using this option, and you can detach the parent on the ragdoll (we need to use CrowdX simulation)

You can adjust softness and base factor for constrained, and you can specify terrain for terrain adoption

Avoidance Force: for agent avoid each other

Ragdoll On Agents Collide: ragdoll will activated when agents hit each other.

Sticky: with min sticky collsion set to 0 you can activate this and you can control the strength

Entity:

Agents Group: Point Group you can specify to make the Current Operation affect only to that group

Guide: you can guide the operation with this Geometry

Start if Entity Triggered: will wait until the target entity is triggered

Stop if Entity Triggered: will Disbled when the target entity is triggered

Trigger Radius: will adjust the current Radius for Triggers that happen

Stable Mode: if agents are marked as a trigger its will be marked for the rest of the frame

you can chose devlook mode and have random color and texture and you can blend between this two using Blend Option

you can dive in and you’ll see the solaris already made for you [btw for texture you need to dive in]

you can enable this options for more compression and debugging

Copy the file into /Home/houdinixxx/otls

or Double-click on it

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