Tuesday, 15 November 2011

Day 50

"The path to ultimate crowd simulation will have many obstacles."
- Mohamed Ziyaad

I rendered the crowd sim yesterday,only to find that I didn't have frame padding in my file name when I checked it out this morning. I made sure the file name had frame padding from then on.

The geometry were also facing the wrong direction, not where the particle is moving. Mr Ron said that I had to rotate the bgeo sequences individually, so I did that and now they roughly face the right direction.

I then encountered another problem. When I rendered the crowd sequence, the cycles were weird and the geometry disappeared and appeared continuously. The problem had to be with one of the numbers or something in the cycle and offset attributes we added for the delayed load. I spent hours trying to fix the problem, but I finally did. Turns out that the cycle didn't need a padding of 2, I changed it to 1, then the sequences went on smoothly. I'm pretty sure i'll have to do something about the rotations. I might have to reposition where the particles spawn so that it will be in a straight translation in Z.



I had in mind to fix the problems with the system we were using first before doing anything else. Now that all the major problems have been fixed, my plan is to do a ton of character rigging for the running,fighting and flying cycles and just place them in the working system. Joyces is currently helping me do some of the fighting sequences. I'll have to try and mix the sequences she's done together to depict a group fighting each other and place that on one particle, like we planned before.

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