ICE CrowdFX Compound

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Hans Adrian (Intern)

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Apr 23, 2014, 6:04:44 AM4/23/14
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Hi all,

Attached is an ICE compound for CrowdFX in making groups avoiding each other.

Demo:
http://www.youtube.com/watch?v=Y1_-07Sqe5s

How to use:

- Create a new crowd scene with different social group ID

- Go to 'Behavior' tree of Crowd Simulation Tree

- Replace 'Set Velocity Using Collision Avoidance' with the attached compound 'Set Velocity Using Group Collision Avoidance' (See Attached 'Group Behaviour.PNG'))

- Tune 'Far Interaction Limit' (found at 'Emit_And_Initialize' tree > 'Initialize Collision Avoidance') for better result. Using 70 as the value seems to give overall best result for most cases.
Set Velocity Using Group Collision Avoidance.zip
Group Behaviour.PNG

Hans Adrian (Intern)

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Apr 23, 2014, 6:36:49 AM4/23/14
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Hi,

Attached is another ICE CrowdFX compound. It is used to make crowd moving within two curves.

Demo:
http://www.youtube.com/watch?v=7VsPjkbucQ0

How to use:

- Create a new Crowd Scene

- Create two curves which will bound the crowd

- Put 'Initialize Move Within Curves' compound in 'Emit_and_Initialize' tree of the crowd - see attached 'Emit and Initialize.PNG'

- Put 'Move in between two curves' compound as Goal of the crowd in 'Behavior' tree; use the two curves as input to the compound, with the left curve as Curve_Name_1 and right curve as Curve_Name_2 - see attached 'Behavior.PNG'

- This compound works with and without terrain

Hope you find it useful :)
Move Within Curves.zip
Emit and Initialize.PNG
Behavior.PNG

John Richard Sanchez

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Apr 23, 2014, 11:28:50 AM4/23/14
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Hey Thanks for putting these out there! I will check them out later.
J

Leendert A. Hartog

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Apr 23, 2014, 11:41:19 AM4/23/14
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Hi,
These do look interesting. But what do you mean by "attached" in this
context?
All I am getting here is a "winmail.dat" file, no compounds in sight.

Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com

Oscar Juarez

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Apr 23, 2014, 11:59:24 AM4/23/14
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I can see the compounds, I'm on gmail though.

Rob Chapman

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Apr 23, 2014, 11:59:50 AM4/23/14
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oh I see an 80k png  and a 24k .zip  attached. gmail webmail from inside firefox on centos :)

Leendert A. Hartog

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Apr 23, 2014, 12:29:17 PM4/23/14
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Weird, I just looked closer: the attached webmail.dat I reported earlier
has 0 bytes in it.
Thunderbird as a mail client, though.
Maybe an idea to distribute them through a downloadable web address?
If you can get them to me, I'd be more than willing to place them on the
si-community server...
My si-community.com address starts the same as this live.nl one...

Hans Adrian (Intern)

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Apr 23, 2014, 9:39:20 PM4/23/14
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Hi Leendert,

Here is a link for the zip of both compounds.
https://drive.google.com/file/d/0B2VqOP_ngi1dYmhmQ2JBRGtFTE0/
winmail.dat

Leendert A. Hartog

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Apr 24, 2014, 3:36:14 AM4/24/14
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Thanks

Leendert A. Hartog

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Apr 24, 2014, 4:35:47 PM4/24/14
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Hi,
FYI - Earlier today I took the liberty of posting these two compounds on
the si-community:
http://www.si-community.com/community/viewtopic.php?f=19&t=5172

Hans Adrian (Intern)

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May 6, 2014, 5:30:07 AM5/6/14
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Hey all,

Here is another CrowdFX Compound. This one is used to override bones animation.

Demo - blending upper body with aim animation:
http://www.youtube.com/watch?v=UAG9tgx3_k8

Download Link (All of the attached files + demo scene [named 'SoftImage ICE CrowdFX - Override Animation.scn']):
https://drive.google.com/file/d/0B2VqOP_ngi1dV1dpSFpOTTNwMFE/edit?usp=sharing

How to use:
- Execute `Store Actor Hierarchy` compound - see attached 'Store Actor Hierarchy.PNG'
- In `Animation Definition`, connect `Override Animation` to the animation state's pose modifier which you would like to override - see attached 'Animation Definition.PNG'

- Parent Bone is the bone which animation and descendants' animation (children, grandchildren etc.) will be overridden. You can find all bones that you could use from Crowd > Actors_Proxies > [Model]_mesh > Deformers_Proxy > [Bone Name] - see attached 'Get Bone.PNG'.
- For animation index, you can debug `self.__CrowdFX_CycleNames` or go to 'Get_Animations_Sources' ICE tree of the crowd and get the index of the animation that you want (index is 0 based)
- 'On Condition' is the condition in which animation is overridden; if you would like the animation to override at all time, put it as true. Otherwise, you can use conditions.
- For frame mode, you have the options to manually specify which frame of animation you would like to use or you can put it on loop. 'Frame to Use' is the frame number used if you choose to specify the animation frame.
- Transition duration is the duration in which the overriding is being blended.

Cheers.
Store Actor Hierarchy.PNG
Animation Definition.PNG
ICE CrowdFX Compound - Override Animation.zip
Get Bone.PNG

Hans Adrian (Intern)

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May 12, 2014, 1:46:29 AM5/12/14
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Hi all,

This would be an extension of the CrowdFX compound on blending two animations. This enables the actors to shoot bullets when animation is blended.

Demo:
http://www.youtube.com/watch?v=C_6nShBdfZ0

Download Link (including demo scene):
https://drive.google.com/file/d/0B2VqOP_ngi1dYTY0Q2VzMFFQTUE/edit?usp=sharing

Instruction on how to use is included in the download link as PDF Readme file.

The previous compound on blending two animations have also been updated. For instructions on using the updated animation blending, look into the PDF Readme file in its download link. Download link for previous animation blending compound is at https://drive.google.com/file/d/0B2VqOP_ngi1dV1dpSFpOTTNwMFE/edit?usp=sharing.

Cheers.
winmail.dat

Max Evgrafov

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May 20, 2014, 1:08:54 AM5/20/14
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23.04.2014 19:59 пользователь "Oscar Juarez" <tridi.a...@gmail.com> написал:
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