On the Mailing List Hans Adrian (Autodesk) presented two new compounds for CrowdFX.
They can be downloaded as a zip from here.
Moderator edit: changed the title from "2" to "some, as there are three already - HB
Some CrowdFX compounds
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CrowdFX - Override Bones Animation
Another goodie presented by Autodesk Intern Hans Adrian on the Softimage mailing list:
Hey all, here is another CrowdFX Compound. This one is used to override bones animation.
Demo - blending upper body with aim animation. [..] How to use: Execute 'Store Actor Hierarchy' compound - see attached 'Store Actor Hierarchy.PNG' In 'Animation Definition', connect 'Override Animation' to the animation state's
pose modifier which you would like to override - see attached 'Animation Definition.PNG' Parent Bone is the bone which animation and descendants' animation (children, grandchildren
etc.) will be overridden. You can find all bones that you could use from Crowd > Actors_Proxies
> [Model]_mesh > Deformers_Proxy > [Bone Name] see attached 'Get Bone.PNG' For animation index, you can debug 'self.__CrowdFX_CycleNames' or go to 'Get_Animations_Sources'
ICE tree of the crowd and get the index of the animation that you want (index is 0
based) 'On Condition' is the condition in which animation is overridden; if you would like
the animation to override at all time, put it as true. Otherwise, you can use conditions.
For frame mode, you have the options to manually specify which frame of animation
you would like to use or you can put it on loop. 'Frame to Use' is the frame number
used if you choose to specify the animation frame. Transition duration is the duration in which the overriding is being blended.
Also see the included Readme - Animation Blending system for CrowdFX.pdf
local backup: Store Actor Hierarchy.xsicompound Override Animation.xsicompound.xsicompound SoftImage ICE CrowdFX - Override Animation.scn (demo scene)
An extension was provided a week after, enabling the actors to trigger a secondary animation, in this case shooting bullets ( video demo / Readme - Shoot Bullet System for CrowdFX.pdf )
local backup: Shoot Bullets.xsicompound Is In Blending Mode.xsicompound Is At State.xsicompound SoftImage ICE CrowdFX - Shoot Bullets.scn (demo scene)
Also see the included Readme - Animation Blending system for CrowdFX.pdf
local backup: Store Actor Hierarchy.xsicompound Override Animation.xsicompound.xsicompound SoftImage ICE CrowdFX - Override Animation.scn (demo scene)
An extension was provided a week after, enabling the actors to trigger a secondary animation, in this case shooting bullets ( video demo / Readme - Shoot Bullet System for CrowdFX.pdf )
local backup: Shoot Bullets.xsicompound Is In Blending Mode.xsicompound Is At State.xsicompound SoftImage ICE CrowdFX - Shoot Bullets.scn (demo scene)
author site: n/a / source: mailing list @google groups/ original download link @google docs / si-community thread
CrowdFX - Move Within Two Curves
An ICE compound that makes a crowd follow a path defined by curves on either side.
Usage instructions as posted on the mailing list: Create a new Crowd Scene Create two curves which will bound the crowd Put »Initialize Move Within Curves« compound in »Emit_and_Initialize« tree of the crowd — see attached »Emit and Initialize.PNG« Put »Move in between two curves« compound as Goal of the crowd in »Behavior« tree; use the two curves as input to the compound, with the left curve as Curve_Name_1 and right curve as Curve_Name_2 — see Behavior.PNG This compound works with and without terrain.
Additional material: A demo on youtube.
local backup: Initialize Move Within Curves.xsicompound Move in between two curves.xsicompound
Usage instructions as posted on the mailing list: Create a new Crowd Scene Create two curves which will bound the crowd Put »Initialize Move Within Curves« compound in »Emit_and_Initialize« tree of the crowd — see attached »Emit and Initialize.PNG« Put »Move in between two curves« compound as Goal of the crowd in »Behavior« tree; use the two curves as input to the compound, with the left curve as Curve_Name_1 and right curve as Curve_Name_2 — see Behavior.PNG This compound works with and without terrain.
Additional material: A demo on youtube.
local backup: Initialize Move Within Curves.xsicompound Move in between two curves.xsicompound
author site: n/a / source: mailing list @google groups / si-community thread
CrowdFX - Group Behavior
An ICE compound ifor CrowdFX that makes groups avoid each other.
Usage instructions as posted on the mailing list: Create a new crowd scene with different social group ID Go to »Behavior« tree of Crowd Simulation Tree Replace »Set Velocity Using Collision Avoidance« with the attached compound »Set Velocity Using Group Collision Avoidance« (See Attached Group Behaviour.PNG) Tune »Far Interaction Limit« (found at »Emit_And_Initialize« tree > »Initialize Collision Avoidance«) for better result. Using 70 as the value seems to give overall best result for most cases.
Additional material: A demo on youtube.
local backup: Set Velocity Using Group Collision Avoidance.xsicompound
Usage instructions as posted on the mailing list: Create a new crowd scene with different social group ID Go to »Behavior« tree of Crowd Simulation Tree Replace »Set Velocity Using Collision Avoidance« with the attached compound »Set Velocity Using Group Collision Avoidance« (See Attached Group Behaviour.PNG) Tune »Far Interaction Limit« (found at »Emit_And_Initialize« tree > »Initialize Collision Avoidance«) for better result. Using 70 as the value seems to give overall best result for most cases.
Additional material: A demo on youtube.
local backup: Set Velocity Using Group Collision Avoidance.xsicompound
author site: n/a / source: mailing list @google groups / si-community thread
- Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Some CrowdFX compounds
Stay safe, sane & healthy!
- Hirazi Blue
- Administrator
- Posts: 5107
- Joined: 04 Jun 2009, 12:15
Re: Some CrowdFX compounds
From the Mailing List, posted by Hans Adrian (Autodesk):
This would be an extension of the CrowdFX compound on blending two animations. This enables the actors to shoot bullets when animation is blended.
Download it from here.How to use:
- Execute `Store Actor Hierarchy` compound - see attached 'Store Actor Hierarchy.PNG'
- In `Animation Definition`, connect `Override Animation` to the animation state's pose modifier which you would like to override - see attached 'Animation Definition.PNG'
- Parent Bone is the bone which animation and descendants' animation (children, grandchildren etc.) will be overridden. You can find all bones that you could use from Crowd > Actors_Proxies > [Model]_mesh > Deformers_Proxy > [Bone Name] - see attached 'Get Bone.PNG'.
- For animation index, you can debug `self.__CrowdFX_CycleNames` or go to 'Get_Animations_Sources' ICE tree of the crowd and get the index of the animation that you want (index is 0 based)
- 'On Condition' is the condition in which animation is overridden; if you would like the animation to override at all time, put it as true. Otherwise, you can use conditions.
- For frame mode, you have the options to manually specify which frame of animation you would like to use or you can put it on loop. 'Frame to Use' is the frame number used if you choose to specify the animation frame.
- Transition duration is the duration in which the overriding is being blended.
Stay safe, sane & healthy!
- wireframex
- Posts: 399
- Joined: 08 Jun 2009, 23:02
- Location: France
Re: Some CrowdFX compounds
Hi,
Suppose it doesn't work with SI2012 ?
Thanks
Phil
Suppose it doesn't work with SI2012 ?
Thanks
Phil
"without mastery, power is nothing" - Softimage Addict User
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
CPU 3990x 128 Threads / 2 x 3090 RTX - 24 Go / 96 Go memory
Re: Some CrowdFX compounds
I don't think there was crowdFx in 2012.
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