Houdini 16.5 Crowd simulations

Agent senses

How to make agents behave differently based on their virtual senses.

TBD.

Crowd simulations

Getting started

The moving parts

  • Agents

    About agents, the moving "actors" that make up a crowd simulation.

  • States

    About agent states, the virtual "mood" of each agent which controls the agent’s animation and which behaviors it runs.

  • Clips

    How to associate animation with agents in certain states.

  • Triggers

    How to specify conditions that cause agents to change from one state to another.

Next steps

  • Foot planting

    How to set up agents to adapt their animation to terrain and prevent skating.

  • Transition graphs

  • Attributes

    Useful attributes for reading in triggers, or that you can set to affect behavior.

  • Sensors

    How to make agents behave differently based on their virtual senses.

  • Diversity

    How to create a more realistic crowd by making agents look and act differently.

  • Weights

    How the Houdini crowd solver decides which behaviors to apply to an agent at each time step.

  • Terrain

    How to specify terrain geometry for agents to walk across.

  • Obstacles

    How to set up obstacles for agents to avoid.

  • Dynamics interaction

    Tips on setting up interaction between agents and other types of dynamics.

  • Ragdoll simulation

  • Adding direction

    How to assert manual control over different aspects of the crowd simulation.

  • Fuzzy Logic

  • Caches

    Tips for efficiently caching and loading crowd sims.