Scaling the Actors ...

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Frank1000
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Scaling the Actors ...

Post by Frank1000 » 07 Oct 2012, 21:31

Hi,
I need to scale down the size of the actors of my crowd ... tried it differently but with odd results. Pls share how this works.

Image

Cheers,
Frank

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dwigfor
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Re: Scaling the Actors ...

Post by dwigfor » 07 Oct 2012, 21:49

What scale are you assuming for your set. It's really tiny. Probably better to scale up your set to fit the characters.. Otherwise you are going to be dealing with very tiny numbers.. like .000125

Frank1000
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Re: Scaling the Actors ...

Post by Frank1000 » 08 Oct 2012, 00:24

ya true ... people are decimeter per unit and building is meter per unit ... but regardless, still being interested to know how to adjust sizing for crowd actors ... ?

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Rork
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Re: Scaling the Actors ...

Post by Rork » 08 Oct 2012, 07:41

making everything that small might get you into issues with rendering later on.
SI UI tutorials: Toolbar http://goo.gl/iYOL0l | Custom Layout http://goo.gl/6iP5xQ | RenderManager View http://goo.gl/b4ZkjQ
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julca
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Re: Scaling the Actors ...

Post by julca » 08 Oct 2012, 10:16

Hello Frank,

You can set this values on the simulation crowd to adjust size and simulation parameters accordingly.
Just copy paste this lines in your script editor (Vbscript) and run, or edit the values ​​manually ;) .

SetValue "Crowd.Point_Cloud.pointcloud.Emit_Evenly_from_Geometry.Emit_Evenly_from_Geometry.Size", 0.1
SetValue "Crowd.Point_Cloud.pointcloud.Emit_Evenly_from_Geometry.Emit_Evenly_from_Geometry.Search_Radius", 1.5
SetValue "Crowd.Point_Cloud.pointcloud.Particle_Simulation.Simulate_Collision_Avoidance.Target_Speed", 1.2

SetValue "Crowd.Point_Cloud.pointcloud.Emit_Evenly_from_Geometry.Initialize_Collision_Avoidance.Far_Interaction_Limit", 5
SetValue "Crowd.Point_Cloud.pointcloud.Emit_Evenly_from_Geometry.Initialize_Collision_Avoidance.Walls_Interaction_Limit", 5
SetValue "Crowd.Point_Cloud.pointcloud.Emit_Evenly_from_Geometry.Initialize_Collision_Avoidance.Actor_Thickness", 0.2
SetValue "Crowd.Point_Cloud.pointcloud.Emit_Evenly_from_Geometry.Initialize_Collision_Avoidance.Max_Deceleration", 2.4
SetValue "Crowd.Point_Cloud.pointcloud.Emit_Evenly_from_Geometry.Initialize_Collision_Avoidance.Max_Acceleration", 1.7

SetValue "Crowd.Point_Cloud.pointcloud.Emit_Evenly_from_Geometry.Initialize_Locomotion_Data.Idle_Transition_Duration", 1.2
SetValue "Crowd.Point_Cloud.pointcloud.Emit_Evenly_from_Geometry.Initialize_Locomotion_Data.Run_Min_Speed", 2.1
SetValue "Crowd.Point_Cloud.pointcloud.Emit_Evenly_from_Geometry.Initialize_Locomotion_Data.Min_Walk_Stride_Scale", 0.03

SetValue "Crowd.Point_Cloud.pointcloud.Particle_Simulation.Goal_Sequencer.Min_Distance", 1

Frank1000
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Re: Scaling the Actors ...

Post by Frank1000 » 08 Oct 2012, 10:57

Hi Julca,
have tried it, but gives me error

Image

Frank1000
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Re: Scaling the Actors ...

Post by Frank1000 » 08 Oct 2012, 11:00

ya true, I scaled up the other stuff.

Just for the "know how" factor, I checked into "reference pose" to manually reset the deformers and envelope, but after I scale everything down, then choose Deform > Envelope > Set Reference Poses on the rig (deformers), the character mesh (envelope) jumps back to the original large size it had before scaling, while the rig stays scaled down.

And when I instead "Freeze Scaling", then both jump back to original size ...

Wondering what the right sequence of action would be ?

Image

julca
Posts: 145
Joined: 07 Sep 2012, 12:24

Re: Scaling the Actors ...

Post by julca » 08 Oct 2012, 12:59

The scale is only done in the Point_Cloud ICE Tree by the value Size (Crowd -> Simulation -> Point_Cloud -> Emit_Evenly_from_Geometry : look at the compound "Emit Evenly from Geometry").

Frank1000
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Joined: 16 Oct 2011, 12:13
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Re: Scaling the Actors ...

Post by Frank1000 » 08 Oct 2012, 15:06

thank you :)