Post by adamsale on Apr 25, 2021 15:05:09 GMT -5
Hello Yeah. I hope you are well!
I'm having a basic issue with miArmy and the idle Cycles, or any still cycle, and I've never really figured out a solution.
Agents that are supposed to be playing idle cycles, get pushed around by other agents who collide with them as they attempt to autoavoid.
As an example, an agent with two actions, walk and idle, I place them in a 5 x 5 configuration side by side with enough distance between them.
I have the idle as a default action
In a second decision I use agent noise id 0 - 1 to randomly playback a walk action, while the rest stay idle.
The idle agents at the front of the group inevitably get pushed around by the walking agents at the back of the column as they pass by, even though they shouldn't be moving.
Is there a specific way to prevent idle cycled agents from moving at all, like pinning them in the spot, because it tends to look odd when they slide around when they shouldn't.
It seems like pinning idles in place should be a default.
I set up the actions correctly for the idles, using still, cycle, and the blocking in the action editor looks correct, so I'm a bit puzzled.
This happens on most of the scenes I work on to some extent, so it makes me wonder what I'm doing incorrectly.
In a big crowd, this is less obvious, but if the idle agents are in the front of a crowd in view of the camera, it stands out.
I'm also wondering if miArmy works best at a specific scale.
I tend to build by scenes in centimetres, so that my agents are approximately 150 = 200 cm tall for human proportions.
I noticed in your example scenes, your agents are approximately 30 cm tall and I was curious what units you might have been working with
Is this intentional, or does scale matter in miArmy?
I'm having a basic issue with miArmy and the idle Cycles, or any still cycle, and I've never really figured out a solution.
Agents that are supposed to be playing idle cycles, get pushed around by other agents who collide with them as they attempt to autoavoid.
As an example, an agent with two actions, walk and idle, I place them in a 5 x 5 configuration side by side with enough distance between them.
I have the idle as a default action
In a second decision I use agent noise id 0 - 1 to randomly playback a walk action, while the rest stay idle.
The idle agents at the front of the group inevitably get pushed around by the walking agents at the back of the column as they pass by, even though they shouldn't be moving.
Is there a specific way to prevent idle cycled agents from moving at all, like pinning them in the spot, because it tends to look odd when they slide around when they shouldn't.
It seems like pinning idles in place should be a default.
I set up the actions correctly for the idles, using still, cycle, and the blocking in the action editor looks correct, so I'm a bit puzzled.
This happens on most of the scenes I work on to some extent, so it makes me wonder what I'm doing incorrectly.
In a big crowd, this is less obvious, but if the idle agents are in the front of a crowd in view of the camera, it stands out.
I'm also wondering if miArmy works best at a specific scale.
I tend to build by scenes in centimetres, so that my agents are approximately 150 = 200 cm tall for human proportions.
I noticed in your example scenes, your agents are approximately 30 cm tall and I was curious what units you might have been working with
Is this intentional, or does scale matter in miArmy?