Friday, 28 February 2014

Couple of Crowd Nodes

So a couple of crowd nodes have now been implemented and demos have been made to show some of the current effects.  Currently the demos are not land based but eventually the crowd will take this form



Seek Variations

Flocking

Obstacle Collisions

Next i will implement the behavioral node to help make these forces more controllable  when combined

Monday, 24 February 2014

Behavioural Weighting

I have the choose of following Mayas convention of applying forces based on each each nodes individual force. e.g.

If a gravity and wind node is applied, if you want to scale the effect down, you would have to scale the max force on both nodes, rather than having a global controller taking care of the whole system

Maybe i need to include a Global controller, listing all of the currently applied forces, and then use this UI to choose a weighting for each force.  Possibly include both an create the Global Controller after the main work is done.

Computing the Final force

I was thinking of ways to apply the final force computed from the crowd nodes.  I could either Follow Mayas convention of executing each node in the hyper-graph in order of the connection.

Or follow Houdinis VOP system, where it computes the result internally, and only outputs the final force.

The former allows the system to follow how Maya computes under the hood, but by computing the results internally (inside the CrowdFx) and outputting the force straight into the crowd agent, rather than connecting all of the Maya nodes and computing it using Mayas dependency graph could make for a simpler task.