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First Pass at a Crowd Sequence


cornbreadandham

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Wow, thanks for the link to some great learning materials Netvudu. I'll have to pull apart Jeff's scene and study it.

The characters are being driven by particles and I drive the speed of the walk cycle with the speed of the particles (I still need to work on this aspect judging by some characters obviously not walking at the right speed). I have done some preliminary setups to switch off the behavior based on weather the particle is near an enemy or obstacle. My goal is to have the crowd detect when it is near an enemy and fight. It then could live or die based on some who is supposed to win the entire battle.

I'll post more as I work. Thanks!

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  • 1 month later...

Well I found a bit of time to work on my crowd project this past weekend. Bear in mind that it's still a WIP and there are many problems still outstanding especially towards the end. I'm still trying to fine tune the transition from walking-fighting-death. I'm also trying my hand at matte-painting an environment. Everything is being composited in Fusion 5.3 and rendered out of Houdini 9.5.243 HD Edition.

Is there a way to get the camera info out of Houdini HD?

Well anyways here's the link (flash video):

Gladiator Mockup v3

GladiatorsMockupV3.png

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I should have thought about toy soldiers! Ugh! Well I agree with you about the colors being way too colorful. I'm still experimenting and having a lot of fun compositing. I think I'm going to go with an environment rendered out of VUE. I also need to create a foreground element as well as flags, fires, birds, smoke, etc. All the little details that really push the image.

Crowd Sim v5

GladiatorsMockupV5.png

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