Subtopics
Getting started
The moving parts
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About agents, the moving "actors" that make up a crowd simulation.
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About agent states, the virtual "mood" of each agent which controls the agent’s animation and which behaviors it runs.
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How to specify conditions that cause agents to change from one state to another.
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Tips for efficiently caching and loading crowd sims.
Behavior
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Useful attributes for reading in triggers, or that you can set to affect behavior.
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How the Houdini crowd solver decides which behaviors to apply to an agent at each time step.
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Tips on setting up interaction between agents and other types of dynamics.
Appearance
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How to create a more realistic crowd by making agents look and act differently.
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You can add and constrain vellum cloth as part of agent shape geometry, and then simulate the cloth based on agent movements.
Terrain
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How to set up agents to adapt their animation to terrain and prevent skating.
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How to specify terrain geometry for agents to walk across.
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How to set up obstacles for agents to avoid.