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procedural walking with crowd simulation


almatea

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  • 2 months later...

small update. 32 units, 5 min for skinning, 2 hour for rendering (shading quality = 1) with occlusion and displacemett shaders.

displacement shader maked with point cloud solution. if foots, tail or bottom of body is under ground, then scatering points of this write to point cloud file and used for displacement.

in this animation full remakedd rigging - now it is custom rig with bones, without muscles.

some experiments with rbd-vechicle: it is spring constrained rbd-bodies to particles as goal.

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  • 2 weeks later...

test with bullet solver.

i make a fracture op with slice planes - each of pieces match a same box. fracture time is about 1 min for about 8000-10000 pieces and several sec for 1000

62024855.jpg

then geometry pass to dop - it is only one cube and import is faster. simulation of about 10000 pieces on bullet solver is 2-3 sec per frame. but memory use is big.

Edited by almatea
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  • 1 month later...

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