per light AOV stuff with Karma.
In your light, in the Karma tab, add a name to the LPE Tag. Here I've typed "A".
per light AOV stuff with Karma.
In your light, in the Karma tab, add a name to the LPE Tag. Here I've typed "A".
Bring in crowd from obj using SOP Crowd Import node (here it's still packed agents). Create Instanced SkelRoots is preferred I think
Assign the materials to the collection by typing in the name. Eg. %hammer
Be sure to expand the Material Binding and tick Include Descendant Primitives in Collection
You might have to change the Strength to Stronger or Weaker than Descendants too.
And ta da...attributes and collections targeting different bits of a crowd!
To view stylesheets, make a new network view -
Inspectors>DataTree, then click Choose a Viewer, Material Stylesheet
Firstly you (I) should know that stylesheets only really work with Mantra (they might work with Redshift).... The crowd object has a material attached to it at object level, so everything is one shader and each sub object is going to get overrides using stylesheet magic.
if you right click on the "style sheet parameter" you can Add a Style. I've renamed them to the various parts- tophat, mainMat1 etc.
Then you right click those and create Overrides and Targets. The hats, props (anything not part of the main agent) are a few levels in, so you need to add a sub target, then a condition, which is then set to Agent Shape. I've added the value "hat" to specify that prop. In the override I've got it set to "Set Material", then i specify the material I want.
To override the main agent skin, you do a similar thing, only the name of it is "default.skin". In the example I am doing a material parameter override instead of a complete material swap. I'm also using a condition at the primitive level, checking for a couple of point attributes I added at SOP level. This override only gets applied if @randVal is zero and if @randSkinVal is greater than 0.4
That's kind of it, for stylesheets! It's crazy magic, but also not as scary as I thought.
This is the general layout for retargeting one rig's animation to another.
Instead of using that script to transfer from object to world space, it can be easier to do this. Position them against one of your clips and then specify them in the layer sop - in my case I used the default T pose clip, which in all honesty will probably your best option.
It seems like you will have to do a separate agent layer sop per joint/transform that you are adding to, eg- one for the head, one for the wrist etc.