Post by andrew on Jun 18, 2013 15:05:24 GMT -5
Hi Yeah.
I thought i would give you guys some new feedbag and a few suggestions. please remind me if i already have suggested some of this stuff.
1: (need more improvements regarding dynamics.)
you might know i have been trying from time to time making agents with some secondary tail movements. When blend actions didn't do the trick i tried to rely on partial dynamics.
the thought is good and in theory it works. But if i create an agent which move in z direction and rotate a bit in the x axis, i get a stiff tail. i can confirm that the dynamics does work with gravity.
the tail bends downward as it should, but it won't bend in the x axis. what i am looking for is the curved drag from the tail you get when moving around.
2: (more options for the RBD emitter)
I find that the RBD emitter is very good and robust, but lacks in features. One feature i miss a lot is an delete by age attribute.
If you have maybe several hundreds of agents emitting several RBD bodies the system will quickly get very heavy, and that is very undesirable.
Also other kill attributes would be nice. like, bounding boxes, specific collision detection or range distance from emitter.
Another feature i thought about could be an event procedure. An example, when RBD body collides with terrain, change into a zone or field.
this zone/field will then have a pre-animated animation like, quickly crank up the magnitude and then drop to zero again. I think you can visualize how this could be used as a bomb trigger or landmines for the agents
3: (improvements to instancing )
I find it very slow when instancing out my cache for the RBD emitter. i have had crashes several times, so i think you guys should try and see if it can be improved. although when it works, it works like a charm
4: (dynamic surface detection)
A thing i find frustrating is if i have several agents and they enable dynamics and fall, then the remaining agents will eventually walk into the dynamic agents and send them flying out everywhere, regardless how heavy they are.
an idea i got was to having some sort of dynamic terrain solver that would turn the dynamic agents into a terrain, or simply contribute to the original terrain. the agents can then simply walk all over the dynamic agents, and make the crowd sim more realistic.
also some sort of IK points could be triggered when walking on top of another agent.
i can't remember if it already excist but, being able to turn dynamics on and off while simulating would also make things much faster.
5: (additional renderer)
Last i would like to suggest render support for Octane render. To me it is more and more my primary renderer.
at the moment it can only render with the meshdrive 3 which is cool But because of memory limit on the GPU, makes it difficult for me to render more than 30 or 50 agents.
Octane render CAN render over thousands of instances but it seems like Miarmy is not using instancing technology or am i wrong?
In Octane render for maya you have to enable a flag on the object which will be the instanced object. I have tested it on an agent but it does not seem to work that way.
besides of these few suggestiones i think the crowd system is coming along very nice and i hope to make an investment in this great tool in the near future for sure.
Will look forward to the next installment
regards
Andrew
I thought i would give you guys some new feedbag and a few suggestions. please remind me if i already have suggested some of this stuff.
1: (need more improvements regarding dynamics.)
you might know i have been trying from time to time making agents with some secondary tail movements. When blend actions didn't do the trick i tried to rely on partial dynamics.
the thought is good and in theory it works. But if i create an agent which move in z direction and rotate a bit in the x axis, i get a stiff tail. i can confirm that the dynamics does work with gravity.
the tail bends downward as it should, but it won't bend in the x axis. what i am looking for is the curved drag from the tail you get when moving around.
2: (more options for the RBD emitter)
I find that the RBD emitter is very good and robust, but lacks in features. One feature i miss a lot is an delete by age attribute.
If you have maybe several hundreds of agents emitting several RBD bodies the system will quickly get very heavy, and that is very undesirable.
Also other kill attributes would be nice. like, bounding boxes, specific collision detection or range distance from emitter.
Another feature i thought about could be an event procedure. An example, when RBD body collides with terrain, change into a zone or field.
this zone/field will then have a pre-animated animation like, quickly crank up the magnitude and then drop to zero again. I think you can visualize how this could be used as a bomb trigger or landmines for the agents
3: (improvements to instancing )
I find it very slow when instancing out my cache for the RBD emitter. i have had crashes several times, so i think you guys should try and see if it can be improved. although when it works, it works like a charm
4: (dynamic surface detection)
A thing i find frustrating is if i have several agents and they enable dynamics and fall, then the remaining agents will eventually walk into the dynamic agents and send them flying out everywhere, regardless how heavy they are.
an idea i got was to having some sort of dynamic terrain solver that would turn the dynamic agents into a terrain, or simply contribute to the original terrain. the agents can then simply walk all over the dynamic agents, and make the crowd sim more realistic.
also some sort of IK points could be triggered when walking on top of another agent.
i can't remember if it already excist but, being able to turn dynamics on and off while simulating would also make things much faster.
5: (additional renderer)
Last i would like to suggest render support for Octane render. To me it is more and more my primary renderer.
at the moment it can only render with the meshdrive 3 which is cool But because of memory limit on the GPU, makes it difficult for me to render more than 30 or 50 agents.
Octane render CAN render over thousands of instances but it seems like Miarmy is not using instancing technology or am i wrong?
In Octane render for maya you have to enable a flag on the object which will be the instanced object. I have tested it on an agent but it does not seem to work that way.
besides of these few suggestiones i think the crowd system is coming along very nice and i hope to make an investment in this great tool in the near future for sure.
Will look forward to the next installment
regards
Andrew