Target positions can be any number of things:
- randomly distributed points within a user-defined shape (keyframed interpolated shape controller?)
- particular target points in space with a radius of influence (keyframed sphere controller?)
- a particular individual in the crowd or a keyframed individual not governed by behavior rules (spline controller?)
Post simulation fixes are a must with any usable crowd system. Perhaps this is better done in a typical animation environment (i.e. Maya). Maybe we can just provide space-time data output that can be imported easily into Maya or something else for direct animation fixes.
Perhaps if we were actually creating a crowd system to compete with Massive, a layered approach would be nice. (much like layers in Photoshop) The particle motion would form the bottom layer. Fuzzy-logic and motion clip blending would take place at the middle layer. And post-sim fixes could be at the top layer.
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