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Thread: Crowds

  1. #1
    Goes bump in the night RebelHill's Avatar
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    Crowds

    So... got asked to work on some stuff filling up city space with animated folk... flocking sadly doesnt cut it (more suited to groups of fish/birds/cohesive groups...)

    My solution... write a new crowd simulator. Obv, not done yet, but off to a good start...

    Last edited by RebelHill; 04-24-2014 at 01:37 PM.
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    Medical Animator mummyman's Avatar
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    Neat! I'll have to keep watching this for sure.. . are they avoiding each other? I'll have to re-watch

  3. #3
    Very Cool! It's very close, it might work as it is on a fast camera move. The fixed max speed is what looks most artificial to me, meaning they are all going the same speed when they are not bumping into each other. But I'm sure you've noticed that =D

  4. #4
    Goes bump in the night RebelHill's Avatar
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    their max speed is varied (just not presently whilst in continuous motion). But you do see every here n there a faster moving one getting stuck behind a slower mover, who either gets overtaken or barged out the way.
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  5. #5
    Super Member H_Molla's Avatar
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    Very interesting Rebehill..
    Did you see golaem-crowd with the painting tool, I wish someday we can have something similar.
    What is interesting how fast he is on MAYA, Which is one of the sluggishness software ever i saw !!

    http://www.cgmeetup.net/home/golaem-...wd-paint-tool/

  6. #6

    nice!

    this old trick might inspire also >
    http://forums.newtek.com/showthread....crowds-perhaps
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  7. #7
    Goes bump in the night RebelHill's Avatar
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  8. #8
    Nice Rebel Hill, I noticed a couple of the guys pass right through each other near the front of the scene in that last video at 26 seconds. Not sure about how final your collision avoidance parameters are.

    Also, I don't know if you would find this helpful or interesting but Pooby has his ICE videos on Vimeo and I'm particularly fond of his Zombie attack videos which show him setting up a crowd behavior with some different conditions. The first one is here: http://vimeo.com/21059614

  9. #9
    Goes bump in the night RebelHill's Avatar
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    Yep, you're right there is still "passthrough" which is down to the way the agents work... but there's plans to tweak such things out, the main thing atm is to simply get a good model of the flow that matches such kinds of crowds. Ive also seen pooby's thing ofc... which is very good, but gives a different dynamic, and ofc... cant easily be got back into LW.

    Cheers.
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  10. #10
    Axes grinder- Dongle #99
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    Quote Originally Posted by RebelHill View Post
    My solution... write a new crowd simulator.
    Of course! As one does.

    @^@

    Very interesting, looking forward to how it goes.
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    Member valu's Avatar
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    It's a very good start.
    Congratulations.
    You always surprises me !
    \o/


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  13. #13
    Quote Originally Posted by Greenlaw View Post
    Pretty neat, RH. Will keep watching to see how this develops.
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  14. #14
    Nice work, RH. Waiting for updates

    When two characters are going to collide Anima changes the animation to avoid it. A way to get it with LW would be fine.

  15. #15
    Goes bump in the night RebelHill's Avatar
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    Yes, Im aware of the anima method... agents only react to one anothers presence when they're immediately infront of one another... there's no actual "navigation" of the space, and the "stop and sidestep" cycle switch looks terribly robotic. Atm, Im just looking to put together something that can essentially serve the instancer (so fixed, looped cycles)... but in future, I may revisit the program and see what else can be done with it in terms of individually animated agents.
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