Terrains for Crowds

 
 
 

You can select one or more surface objects (polygon mesh or NURBS surface) to be used as the terrain upon which the actors will move or stand in a crowd simulation.

When you add a terrain object, raycasting is performed from each particle (actor) to detect the terrain's surface, and each particle's position is updated to match it.

The actor's skeleton is adjusted to accommodate the terrain, keeping the actor's feet on the ground. However, if the actor's legs are going through the terrain (such as for bumpy terrain or a steep hill), you can add a constraint to remedy this problem - see Constraining the Legs to the Ground.

To add terrain objects to the current crowd simulation, do any of the following:

The simulation point cloud's Behavior ICE tree includes a Stick to Ground node. If you connect the Stick to Ground node to the Post Simulate port of the Behavior Core compound, then it finds the terrain by raycasting, and then updates the particle's position accordingly.

The terrain objects are referenced in the Terrain group in the Crowd model.

If you duplicate a terrain object, its copy is automatically references in the Terrain group.

Creative Commons License Except where otherwise noted, this work is licensed under a Creative Commons Attribution-NonCommercial-ShareAlike 3.0 Unported License