I don't understand why you don't like the align on velocity compound,
all it does is rotate the particle to point along its vector. Why would
you want more than this?
The flock forces you've set up in your scene evaluates everything based
on each particles local vector, so the simulation doesn't care about
particle rotation, rather than the particle vector. Maybe I'm missing
the point, but it sounds like you're expecting them to behave
differently once they align ?
G
> I扉e gotten to this point. I扉e read all about flocking theory. I
> already know the alignment force adds from the cone relation to the
> other boids. I read the paper (pdf) on the theory where Kim Aldis does
> a pretty good job defining this stuff on ICE terms.
> But still I can愒 get my head around this as I understand there must
> be other "sub" compounds created before executing the final alignment
> on the boid and thus affecting the cohesion and the separation also...
>
> So just in case someone would like to throw me a line, here愀 the
> attached scene. I悲 really appreciate it if someone could steer
> "align" moving boids.
>
> So far I扉e aligned them all right, but to only one direction and I
> don愒 know how to make them behave to their paths with correct
> orientation.
>
> Help. Anyone?
>
> ------------------------------------------------------------------------
> *From:* Bradley Gabe <
with...@gmail.com>
> *To:*
soft...@listproc.autodesk.com
> *Sent:* Tue, May 11, 2010 11:14:25 AM
> *Subject:* Re: ICE crowd sim - flocking behaviourzs
>
> Have a look at the Get Closest Point query that you are using to find
> other boids based on cone angle and velocity. What does it output for
> a point that doesn't find anything? I think when it finds nothing,
> your graph ends up pointing towards origin.
>
> You'll need to insert some logic to deal with that situation and
> prevent it from influencing your steering.
>
>
>
> On Tue, May 11, 2010 at 11:07 AM, David Rivera
> <
activemoti...@yahoo.com
> <mailto:
activemoti...@yahoo.com>> wrote:
>
> Sjjad it愀 not that big, well...it is if you got a 512kbs
> connection (I惴 downloading it even so).
> I can愒 get my hands on part #2 of that ice training - it always
> keeps saying: there are no more slots
> to download that file. All the other parts, well..I惴 still
> downloading.
>
> I checked out the kim aldis vimeo practice on flocking behaviour,
> which I got workig, but I haven愒 been able to interconnect
> a node that would drive the boid愀 correct orientation, I tried to
> use: align particle to vector and align particle to velocity node
> to get them right, but their nodes execute directly upon placing
> them on the ice tree. Hence I don愒 know how to integrate them in
> the flocking alignment compound, cohesion compound or the
> separation compound. I tried 6 hours straight, but couldn愒 just
> get them to work. Could anyone help me on that please?
>
> Thanks.
>
> *Sent:* Tue, May 4, 2010 9:41:36 AM
> *Subject:* Re: ICE crowd sim
>
> I too used the particle velocity to drive the speed of the
> animation.Thankfully in my case, there was only one loop which I had
> to vary. Depending on the type of blending required you might be able
> to get away with using states (triggers based on velocity and the
> instance time). The major advantage being that you will have absolute
> control over when the animation swaps out. I didn't play around with
> the mixer at all because, after having read some threads here, it
> seemed a bit unstable.
>
> On 4 May 2010 15:23, Gerbrand Nel <
g...@cannonballbunny.com
> <mailto:
g...@cannonballbunny.com>> wrote:
> > Yeah.. it seems to point to the origin of your scene.. bloody
> annoying!!!
> > Anyone have some cool tips on blending actions for crowd stuff.
> At the
> > moment I have "if" statements to control which section of the
> main actors
> > timeline is looped for the animation. I'm also using the
> particle velocity
> > to drive the speed of the animation. It seems like using the
> animation mixer
> > causes some strange problems.
> > G
> > Sajjad Amjad wrote:
> >>
> >> Completely forgot to mention: In 2010, the Get Neighbouring
> Particles
> >> compound does some 'funky' stuff if you enable cone filtering.
> >>
> >> On 3 May 2010 11:16, Duncan Greenwood <
dun...@blackginger.tv