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Crowd Transition 3.0 dynamics node

Defines a transition between crowd states.

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This node defines a transition from one crowd state to another. The input is a trigger that initiates the transition when its condition evaluates to true.

Clip Transition Graph

A crowd object’s clip transition graph may optionally be used to control transitions between states and animation clips. It provides information about which clips are allowed to transition to each other, and where in the clips those transitions should occur. This can be used by the Crowd Transition DOP to delay state transitions until an appropriate point in the current animation clip, and to smoothly blend into the next clip. Additionally, the clip transition graph allows per-clip control over this behavior (which is useful if the transition’s Input State parameter specifies multiple states, or if Randomize Clips is enabled for any of the input states).

The Test Simulation: Crowd Transition SOP can be used to quickly preview transitions between particular clips before setting up a crowd simulation.

Each point in the clip transition graph geometry represents an animation clip, and each two-point polygon represents a (one-way) transition between the clips. During a state transition, if the points corresponding to the input and output states' animation clips are not directly connected, the Crowd Transition DOP will use the shortest path between the two clips.

Attributes

Name Class Type Description
clipname Point String

Specifies the name of an animation clip.

agentname Point String

This string is matched with the agent’s agentname point attribute to avoid potential name conflicts if a crowd contains multiple agent definitions. For example, two different types of agents may both have a clip named 'walk'.

blend_durations Primitive Float Array

For each transition region, specifies the duration (in seconds) of any transitions which start in that region.

sync_points Primitive Vector2 Array

For each transition region, specifies a pair of clip times (in seconds) where the two animation clips have a similar pose.

transition_regions Primitive Vector2 Array

Specifies ranges of clip times (in seconds) for the first animation clip where a transition is allowed to occur.

Parameters

Group

Only affect a group of agents.

Input State

A string pattern that specifies which states to transition out of. The state names correspond to the State Name parameter on a Crowd State node. The pattern follows the same syntax as the match VEX function.

  • * will match all states.

  • * ^walk will match all states except for the walk state.

  • walk run_* will match the walk state and all states whose names begin with run_.

Output State

Name of the state to transition into. This corresponds to the State Name parameter on a Crowd State node.

Random Delay

Adds a random delay between when the trigger evaluates to true and when the transition begins. This is useful to avoid having many agents starting the transition at the same time.

Max Random Delay

If Random Delay is enabled, specifies the maximum delay (in seconds) before the transition starts.

Random Seed

Specifies the seed used when selecting a random delay time.

Use Clip Transition Graph

The crowd object’s clip transition graph may optionally be used to control transitions between states and animation clips. This can be used to delay transitions until an appropriate point in the current animation clip, use intermediate transition clips, and also provides information about how to smoothly blend into the new clip. Additionally, the clip transition graph allows per-clip control over this behavior (which is useful if the Input State parameter specifies multiple states, or if Randomize Clips is enabled for any of the input states).

Duration

Length of the transition between states (in seconds).

State Blend

Specifies how the crowd solver should blend between the Input State and Output State as the transition progresses.

Examples

ClipTransitionGraph Example for Crowd Transition dynamics node

This example demonstrates how to use a clip transition graph to provide transition clips for state transitions.

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See also

Dynamics nodes