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Showing results for tags 'flocking'.
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I am building a flock using separation, cohesion, and alignment, but I'm modifying the alignment variable. Research showed that you can use a superfluid equation to define the speed of the turn information traveling through the flock, and that helps give the flock that really fluid look. I'm trying to figure out how to control the speed of the information. I need to 1. be able to dynamically change the speed of the information based on the flocks cohesion (when they're more cohesive, the information travels faster) 2. be able to send out "waves" of information every frame, so 24 times a second 3. send out non-disappating waves (I tried the ripple solver, but one of the problems was the dissipation of the magnitude of the wave) I'm thinking CHOPS might be the best bet, but right now I'm just finding a lot of CHOPS information dealing with sound and audio. LMK if anyone knows of a good node that could help me. Right now I'm looking into just hard-coding it in VEX (basically storing the velocity of ALL of the boids at 10 frame intervals), but that will be VERY intensive.
Hi guys, I'm trying to come up with a solution to cycle through animation cycles and instance them onto points. Basically I have a few alembic animation cycles (exported from maya). They all loop seamlessly. They are a butterfly waking up and taking off. The first cycle is: opening his wings and getting into position 1. The second is a resting state, minor wing movements, and staying alive. and the third is a flutter and take off. The idea is to populate the butterfly onto points, have them cycle through the animations, and then have the points fly away taking the butterfly with them (on the third fly away cycle). I am just having problems coming up with a nice and neat solution for having these cycle through the animations. Idealy it would be great if I can find a way to have control to stay in the second state a bit longer on some then others. I hope this makes sense. If anyone has any idea this would be fantastic!! Thanks in advance Rob
Hi there! My recent finished work where I used VEX to create fish flocking model. Difference from basic boid flocking model is that I made fishes to be aware of their front, right, left, etc and they turn towards their goal considering this. You can see it in Cohesion - fishes try to reach point in the middle of the screen. When point is behind they try to turn towards the point making circles, instead of just swimming backwards. Obstacle avoidance was done using sdf volume. After simulation was done I smoothed it a bit inside CHOP. Fish animation respect speed changes. Also fishes can bend depending on their velocity change. Rendered in Mantra, composed in Nuke.
Hi everyone I am experimenting on a butterfly flocking system, where i was inspired from , OZ the great and powerful where Franco falls from the sky and wonders the Beautiful nature among him and sees a bunch of butterfly(which actually looks like a tree) and flies away. I am almost there and I need some help no to get this up and running I created and simple model and animated it using chops and cycled it all the way, and scatterd some points in a surface and copied it over and i have used a stamp function on a time shift to randomly make the Wings flap over time, so that all the butterfly looks different (has a different look), and gave the points some force and it moves fine.. now i am stuck with the wings animation, basically i want to take control over the wings flapping, i.e I want the wings to get flapped when the butterfly is flying and not while resting . This s where i need your help, i tried and i am still trying, and learning to get this done. any help would be much appreciated. I have also attached a file, so far what i have and also for people who doesn't understand my broken English thanks in advance fly_flock_odforce.hip hip.zip