[Sidefx-houdini-list] Behavioral type animation
jeff at sidefx.com
Thu Jan 12 09:55:58 EST 2006
Here's a partial point list of ideas/techniques you could employ in your
behavioural flocking system:
- CHOPs is the engine to manage all pre-animated sequences. Drives
either rigged characters or geometry sequences.
- Copy Stamping techniques to control geometry sprite sequences. Can be
slow but is quite user-friendly to implement.
- Point instancing can play a role for background characters that
represent ambient movement.
- Particles with properly managed local coordnate systems separated but
influenced by the particle's velocity
- "Vision" of each particle for obstacle avoidance implemented in POPs
by firing rays -> VEX context in POPs (VOPs). Can detect actual surafces
or objects littered with point clouds. A few options here needed to be
- How many critters do you want to interact? How many represent ambient
background movement? How many "hero" critters?
- Do you work with geometry sprites, rigged characters (Capture/Deform
SOPs), or a combination of both?
- How many transitions per character?
- Separate Head (bearing or look-at interest) from hips-upper body from
legs (walk cycles). How do you do this? How do you ensure that
characters have properly separated regions to override each bit from the
others? Do you need to go this far?
- Obstacle avoidance can be slow so how you implement this can be
involved. How intricate are the reactions?
One can use Massive as inspiration. It has a proven method to doing
very large crowd sims although it takes a fair bit of work to get going
in itself. To recreate bits of this in Houdini isn't trivial but it is
well worth the effort. You can't expect to get the efficiency levels of
massive but then again, you can work things in blocks of crowds and use
smarts to grunt some things through. Depends on how many critters you
need to sim.
> First: I came from Maya background. So I thought I can do this in
> Maya but.... it can takes large amount of time becouse I should learn
> MEL on more advanced level. Second: I saw one ILM guy dvd about
> instancing(Maya also) who explain how made it using particles
> expression. Generally speaking, he has cycles of a characters
> animations: run, crawl, etc, and also transitions, so transition from
> example run to crawl. I'm not programnmer so I still try to analize
> his mel code, but again it takes time.
> I thought it can be simpler in Houdini coz everyone says it allows
> one to do advanced stuff with little programming/scripting(maybe I'm
> wrong). Talking about collisions I get an idea to fake it. So when U
> got two points on surface: A --> human , B --> collisionObject , it
> should be enough to compute distance between these two and when
> distance is lower than certain value proper cycles should be played.
> I can't answer, yet, for rest questions :/
> Peter Robbinson wrote:
>> How are you going to determine which behaviours are triggered? What
>> is your trigger, proximity? collision?. Which one of your characters
>> is going to determine the behaviour triggered?
>> rafal wrote:
>>> Hi people!
>>> Let say I have humans instanced on particles. Humans walk on plane
>>> and when one of them is very close to some geo he change their
>>> What's the proper solution to achieve this kind of effect? Should I
>>> have diffrent animation cycles or motionClips or something else?
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Jeff Wagner, jeff at sidefx.com, Senior Technology Consultant
Side Effects Software, www.sidefx.com, Toronto, Ontario, M5V 3E7
tel: (416) 504-9876, fax: (416) 504-6648
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