Crowd fur simulation

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Is it possible to simulate a crowd that has fur on it?
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Probably the fur would have to be simulated before creating the agent. The crowd system uses packed primitives, so everything has to be already created before. The same with cloth I think.

But maybe I'm wrong, still learning a lot
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I asked myself the same thing today. But I also think, that a simulation per instanced crowd agent is not possible.
This would need a a dop per agent, this would be very heavy calculation.

I also doubt, that crowd accept vertex cache animation, but I'm not sure.

maybe an expert knows
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I asked myself the same thing today. But I also think, that a simulation per instanced crowd agent is not possible.
This would need a a dop per agent, this would be very heavy calculation.

I also doubt, that crowd accept vertex cache animation, but I'm not sure.

maybe an expert knows

I have another question concerning crowds. What is the new FBX feature with crowds, I can't see in 15.5 any difference to 15.0 Version…
Edited by tomtm - May 29, 2016 19:03:32
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tomtm
I have another question concerning crowds. What is the new FBX feature with crowds, I can't see in 15.5 any difference to 15.0 Version…

I was thinking about starting a new thread about it, but I didn't It's in the agent SOP (I've attached a screenshot) but I don't know how are we supposed to use it. If you e.g. put a path to a character exported from lets say Mixamo it still doesn't work - there are no clip names in the FBX so what should we put there?

No clue. I hope help files will improve on that topic.

Attachments:
fbx.PNG (15.6 KB)

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You need to use the clip named “mixamo.com” from Mixamo FBX files because that's what they name the animation. The problem is that I can't find a way to put multiple clips into the same FBX file so it's a bit tedious to fix the fact that all the animation clips are named “mixamo.com”. So I think one might need to manually use the Agent ROP to bake out the agent and then rename the clip files on disk to something meaningful.

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Capture.PNG (390.2 KB)

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edward
You need to use the clip named “mixamo.com” from Mixamo FBX files because that's what they name the animation. The problem is that I can't find a way to put multiple clips into the same FBX file so it's a bit tedious to fix the fact that all the animation clips are named “mixamo.com”. So I think one might need to manually use the Agent ROP to bake out the agent and then rename the clip files on disk to something meaningful.

Thank you so much! Sorry for replying so late Edward but I've missed your response.
I really aprreciate the pictures!
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With the GAME EXPORTER of Maya you can put several clips in a single FBX file.
The only thing I'm not able to do work with this way is the foot terrain adaption.
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