Overview of the CrowdFX Workflow


The following workflow shows a typical example of a basic crowd effect using goals and walls.

Each of the numbers in this image corresponds to the steps following it:



Set up one or more models that meet the CrowdFX requirements as described in Preparing a Model for CrowdFX.


Get each model into CrowdFX using any of the CrowdFX Actors Get Actor commands from the ICE toolbar - see Loading Actors for the Crowd Simulation.

You can also load a default character for testing purposes.


Select and load the action sources that each actor will use in the crowd simulation - see Loading Action Sources.


Draw or select one or more emitters using the CrowdFX Crowd Draw Directional Emitter or Add Emitter(s) from Selection commands - see Crowd Particle Emitters.

If you don't select any emitters, a default is created when you create the simulation (see next step). You can also add more emitters later.


Create the crowd simulation using one of the CrowdFX Simulation Create commands: Pedestrian or Stadium - see Creating the Crowd Particle Simulation.


Set up how the crowd particles are emitted - see Setting Up the Crowd Particle Emission.


Pick an object as the terrain with the CrowdFX Crowd Add Terrain command - see Terrains for Crowds.

This step is optional, but you may find it useful for certain types of terrains.


Draw one or more walls as obstacle objects with the CrowdFX Crowd Draw Wall command - see Avoiding Collisions with Obstacles (Walls).

This step is optional.


Create one or more goal objects with the CrowdFX Crowd Add Goal command - see Moving Toward Goals.

This step is optional.


Play the simulation!

Once you have the CrowdFX simulation set up, you can do any of the following tasks (and more) to make it your own: