Monday, 12 September 2011

Day 06

I started the day off by looking at my crowd sim file. I tried relocating the second collision node onto the start of the network. The collisions seemed to work, but they jump to the object straight away at the first frame. Also, for some reason, playing the sim lags the software. When the second collision node isnt at the top, it plays smoothly, but when it is, it lags.


                                            Particles already colliding with pillars at the start



Well maybe the particles don't need to collide into things, and just avoid it. Since the agents we're using are angels and demons, they'd be smart enough not to run into things, and just avoid them, however the fact that they cant simply collide with the obstacles annoy me.

The attractors somehow work. The particles change in path when they hit the attractors, but they still go straight through the obstacles. The particles also seem to branch out real far at a certain point. I tried placing a single point as a leader at the opposite end of the grid, sort of like a place mark of where the particles should go. However the particles squeeze in to where the single particle is, and still some particles fly away in other directions. I put a soft limit in the vicinity of where the particles are but they still act weird.


                                               Some particles flying in other directions


                                          POP network, a little messy, trying a few things out


My network's kind of messy right now, I'll need to reorganize it.

I also read some stuff about VEX and VOPs in " The Magic Of Houdini" today. Can't say I completely understand what they do, but it gave me a little insight. But I'm still slightly confused with the POP network -_-.

No comments:

Post a Comment