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:
1 |
Set up one or more models that meet the CrowdFX requirements as described in Preparing a Model for CrowdFX. |
2 |
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. |
3 |
Select and load the action sources that each actor will use in the crowd simulation - see Loading Action Sources. |
4 |
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. |
5 |
You can then use the Action Sources imported in step 3, in the crowd system, by defining Animation States in the Animation_Blending tree and by using them in the Behavior tree. See How Action Sources Are Used in the Crowd Simulation. An easy way to create a standard pedestrian crowd without doing the previous manual steps (1 to 4) is to use instead the CrowdFX Simulation Create New Pedestrian Crowd command. |
6 |
Set up how the crowd particles are emitted - see Setting Up the Crowd Particle Emission. |
7 |
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. |
8 |
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. |
9 |
Create one or more goal objects with the CrowdFX Crowd Add Goal command - see Moving Toward Goals. This step is optional. |
10 |
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:
Set the actors' target speed and modify how the transitions are done between each action - see Controlling the Actor's Animation.
Change how the actors behave to avoid collision with each other and with walls - see Collision Avoidance Behavior for Actors.
Add variation to the actor's envelope with shape keys you have set on the source model - see Modifying the Actor's Envelope with Shape Keys.
Add variation to the actor's materials and/or textures - see Modifying the Actor's Materials and Textures.
Constrain certain deformers in the actor's rig - see CrowdFX Constraints.
Build on the CrowdFX ICE trees with more Crowd nodes and compounds, or use other ICE nodes and compounds as you would normally. See Task Tab - Crowds for a description of each CrowdFX compound.
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