New crowdsytem suitable for birds or fish swarm?
7297 8 3- Tom Freitag
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- mandrake0
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it should be possible…..
there is also a older tutorial to make a custom flocking system:
https://cmivfx.com/store/330-houdini-flocking-systems [cmivfx.com]
maybe this will help too for a simple setup:
http://www.sidefx.com/docs/houdini14.0/dopparticles/follow [sidefx.com]
there is also a older tutorial to make a custom flocking system:
https://cmivfx.com/store/330-houdini-flocking-systems [cmivfx.com]
maybe this will help too for a simple setup:
http://www.sidefx.com/docs/houdini14.0/dopparticles/follow [sidefx.com]
- goldfarb
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- Tom Freitag
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thanks mandrake. Some time ago I have seen this cmi tut. This flocking from christian schellhammer is very good!
But I like the workflow with DOP POPS in Houdini 14. I have found some Steering POPs working not only for crowd but also for Particels ..i think this will be my solution. And some basic pop operation as you mentioned.
edit: thanks actor, I think it should be not so difficult esp. with 14
But I like the workflow with DOP POPS in Houdini 14. I have found some Steering POPs working not only for crowd but also for Particels ..i think this will be my solution. And some basic pop operation as you mentioned.
edit: thanks actor, I think it should be not so difficult esp. with 14
- edward
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The new H14 crowd system can work with more generic rigs. The main limitation being that if you have deforming geometry, it requires that they only be deformed using a Deform SOP (ie. skin weight deformations).
Otherwise, you can just ignore the biped parts assignments the Crowd Solver SOP's parameters. These are just used for the terrain adaptation and head look at's. You can turn these off on the Crowd Solver DOP node.
Otherwise, you can just ignore the biped parts assignments the Crowd Solver SOP's parameters. These are just used for the terrain adaptation and head look at's. You can turn these off on the Crowd Solver DOP node.
- Tom Freitag
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- edward
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Generic rigs includes pre-baked anim. It doesn't matter because the Agent ROP will bake out whatever you see. The built-in mocap bipeds for example, are all prebaked anim. It doesn't matter whether you've got keyframed animation or not.
The default set up is one animation clip per state. So just do transitions between states. The more important thing is to ensure that your animation can blend nicely between transitions.
The default set up is one animation clip per state. So just do transitions between states. The more important thing is to ensure that your animation can blend nicely between transitions.
- Tom Freitag
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- Tom Freitag
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…at end I decide to use to new pop steer forces. This are so great.
Here I using the path- and seeksteerforces (and of course align, cohesion, seperationnodes) .
Everything else is done with copy-stamping. I reading out the direction up, down, banking with changes in direction and drives it (with stamp) the blend seq sop.
Its rough preview with a primitve birds (30k).
https://db.tt/9m6HzmPd [db.tt]
Here I using the path- and seeksteerforces (and of course align, cohesion, seperationnodes) .
Everything else is done with copy-stamping. I reading out the direction up, down, banking with changes in direction and drives it (with stamp) the blend seq sop.
Its rough preview with a primitve birds (30k).
https://db.tt/9m6HzmPd [db.tt]
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