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Crowd State 3.0 dynamics node

Defines a Crowd State

Crowd State defines the current agent state. By default, the node/state name is used for the clip animation that is played while the agent is in that state. The clip name can be overridden, which allows for sharing of animation clips between states. The node also sets animation parameters for the clips that it uses (retiming of the clips is based on those values).

Parameters

State Name

A name for this crowd state. For example, walking or attacking. The default ($OS) uses the node name as the state name. This value is used, for example, to show the current state in a readout, or let you choose a state from a list).

RBD Ragdoll

Whether agents are simulated ("ragdoll") in this state.

Ignore

The Bullet solver will ignore the agents and no RBD objects will collide against them.

Animated Static

The Bullet solver will treat the agents as animated static objects, meaning the agent will affect rigid bodies (for example, other objects will bounce off the agent), but simulated objects will not affect the agent.

Active

The Bullet solver will simulate the agents as active RBD objects (ragdolls). You can use the Partial ragdoll controls below to only simulate part of the character and have part of the character follow an animation clip.

Stiffness

Enable Stiffness

Stiffness adds a certain resistance to the solver’s attempts to move joints from their current orientation to the "target" (animated or simulated) orientation.

Group

A named transform group specifying which joints should become stiff. You can create joint groups in the agent setup network with the Agent Transform Group SOP.

Stiffness Value

If this is "Constant", the stiffness is the same for the duration of the state. You can choose "Ramp" to change the value according to a ramp based on how long the agent has been in the state.

Stiffness

When Stiffness value is "Constant", how much to resist changes to the current joint rotations. A value between 0.2 (the default) and 0.5 read as "stiff but not too stiff". Values of 1 or more will be very stiff.

Time Range

When Stiffness value is "Ramp", the start and end times (in seconds) corresponding to the start and end of the ramp. For example, if you set this to 0.0 and 5.0, the ramp lets you control the stiffness over the first 5 seconds the agent is in this state. Outside this range, the ramp extends the first and last values.

Stiffness Scale

When Stiffness value is "Ramp", a scale on the value of the Stiffness Ramp.

Stiffness Ramp

Sets the stiffness at each point during the time the agent is in this state. Houdini can’t know how long the agent might be in this state, so you have to set up a Time Range and define the stiffness in just that range. Outside this range, the ramp extends the first and last values.

Constraint Force Mixing

Increasing this value makes the motor component of the constraint softer. A small positive value can increase the stability of the simulation.

Partial Ragdoll

Enable Partial Ragdoll

Makes some joints on the agent become simulated (ragdoll), while others follow an animation clip. For example, you can have the lower body animated by a walking clip, but the upper body can be ragdolled and react to hits from simulated objects.

Active Group

A named transform group specifying which joints you want to be simulated (ragdoll). (Joins not in this group will follow the animation clip you can set at the bottom of the parameters.) You can create joint groups in the agent setup network with the Agent Transform Group SOP.

Motors

Enable Motor

Spends a certain amount of effort to make joints follow the animation clip, however the joints are still simulated and simulated forces can modify or overcome the motor effect.

Group

A named transform group specifying which joints should be (partially) animated by the clip. You can create joint groups in the agent setup network with the Agent Transform Group SOP.

Strength Value

If this is "Constant", the stiffness is the same for the duration of the state. You can choose "Ramp" to change the value according to a ramp based on how long the agent has been in the state.

Motor Strength

How much effort to spend making the joints follow the clip. The default value of 10 is enough to overcome gravity but still allow collisions to overcome the motor. You can play with increasing or decreasing this value to get the effect you want.

Time Range

When Strength value is "Ramp", the start and end times (in seconds) corresponding to the start and end of the ramp. For example, if you set this to 0.0 and 5.0, the ramp lets you control the motor strength over the first 5 seconds the agent is in this state. Outside this range, the ramp extends the first and last values.

Strength Scale

When Strength value is "Ramp", a scale on the value of the Strength Ramp.

Strength Ramp

Sets the motor strength at each point during the time the agent is in this state. Houdini can’t know how long the agent might be in this state, so you have to set up a Time Range and define the strength in just that range. Outside this range, the ramp extends the first and last values.

Correction Time

How quickly or slowly (in seconds) it takes the solver to correct deviations from the target joint rotations (such as after a collision). Lower values make the agent "recover" from impacts quickly, while higher values make impacts affect the agent for longer.

Constraint Force Mixing

Increasing this value makes the motor component of the constraint softer. A small positive value can increase the stability of the simulation.

Animation clip controls

These controls are available when Partial ragdoll or Motors are on, allowing you to set the animation clip that will control the animated joints.

Clip Name

Name of the animation clip to be played in the state.

Randomize Clips

Randomly select a clip from a custom distribution of clip names and weights.

Random Seed

Seed used when randomly selecting clips.

Clip Groups

The number of groups of clips in the custom distribution.

Clip Names

A string pattern that specifies one or more clip names. The pattern follows the same syntax as the match VEX function. The Weight value for the group is divided evenly between the matching clips.

Weight

Specifies how likely the clips are to be selected.

Clip Playback

Type

Specifies the type of animation used for the state.

In-Place

The animation is stationary, and the agent’s movement should be entirely driven by its particle.

Locomotive

The source animation moves in world space, and the agent’s movement should be guided by the clip’s locomotion data. When baking the animation clip, the Convert to In-Place Animation parameter should be enabled on the Agent ROP or Agent SOP.

Clip Speed Multiplier

Specifies a multiplier for how fast the animation clip should be played back.

Locomotion Speed Multiplier

For locomotive clips, specifies a multiplier for how fast the locomotion channel of the animation clip should be played back.

Randomize Clip Speed

Randomly adjusts the Clip Speed Multiplier and Locomotion Speed Multiplier for each agent. The speed multipliers can also be adjusted using VEXpressions.

Variance (%)

Specifies how much the clip speed can be randomly varied by.

Random Seed

Seed used when randomly varying clip speeds.

Last Frame Matches First Frame

For locomotive clips that are designed for looping, a common workflow is to have an extra frame at the end of the clip that matches the first frame’s pose. The final frame of the clip will be used by the Crowd Solver to determine the correct locomotive motion when moving from the final pose back to the initial pose. The final frame will be skipped when advancing the clip time to avoid having the same pose for two consecutive frames or having the agent suddenly jump backwards.

Retime Clip to Match Particle Speed

Adjusts the clip’s playback speed based on the Gait Speed and the particle’s velocity.

Gait Speed

Specifies how fast the agent is moving in the in-place animation. This is used when Retime Clip to Match Particle Speed is enabled.

Allowed Variance (%)

Specifies how much the clip is allowed to be retimed by when Retime Clip to Match Particle Speed is enabled.

Limit Particle Speed to Gait Speed Range

Forces the particle speed to fall within the range specified by Gait Speed and Allowed Variance.

Set Initial Clip Time

Specifies whether to override the agent’s initial clip time using the Initial Clip Time and Randomness parameters.

Initial Clip Time

Adjusts the initial clip time (in seconds) for all agents.

Randomize Clip Time

Randomly adjusts the initial clip time for each agent.

Random Clip Offset

Randomly shifts the initial clip time forward for each agent by up to the specified number of seconds.

Random Seed

Seed used when randomly varying clip times.

Apply Locomotion Orientation

For locomotive clips, specifies whether the agent should also be rotated according to the clip’s locomotion data when Set Initial Clip Time is enabled.

See also

Dynamics nodes