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Post by grixen on Mar 23, 2013 11:30:39 GMT -5
Hi. In attached scene you'll find a problem i found too complicated to explain literally. Task is to force crowd get over some wall. Every single point of problems hanging to impossibility to make soft blend between transition nodes. Or inability to use fuzzy attributes in bound constraint. (Since zone constraint have no height attributes). Thereby zone constraint gives requiring leveling and softness, but does not give ability to exit current zone properly. Bound constraint gives height and full control of input and output, but hardly hold formation of agents and force user to create animation transitions assets, in the cases they arent necessary. In attached scene ive tried to avoid this restrictions by combining zone and bound constraints and still, it has a exit leveling problems. If i miss something, can you please offer any solution for this case and show some scheme how it should be done. All requiring assets is included. Attachments:
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Post by grixen on Mar 23, 2013 12:03:21 GMT -5
pic Attachments:
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Post by Yeah YANG on Mar 24, 2013 8:20:23 GMT -5
Thank you very much for your testing!! I modified these things, (please see attachment, Maya 2013 file) 1. transition map re-fine, make them 2 status, "run" and "climb", and each status have its own action groups 2. I made 2 more bound to simulate the wall and the higher ground, because there some penetration need exclude agents out from bound 3. I added some very simple logic, please open file and check 4. I re-shape a little bit of the zone mesh I did't change any thing of your original scene, just add some modification. Hope this can help~~ Best, Hi. In attached scene you'll find a problem i found too complicated to explain literally. Task is to force crowd get over some wall. Every single point of problems hanging to impossibility to make soft blend between transition nodes. Or inability to use fuzzy attributes in bound constraint. (Since zone constraint have no height attributes). Thereby zone constraint gives requiring leveling and softness, but does not give ability to exit current zone properly. Bound constraint gives height and full control of input and output, but hardly hold formation of agents and force user to create animation transitions assets, in the cases they arent necessary. In attached scene ive tried to avoid this restrictions by combining zone and bound constraints and still, it has a exit leveling problems. If i miss something, can you please offer any solution for this case and show some scheme how it should be done. All requiring assets is included. Attachments:
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Post by Yeah YANG on Mar 24, 2013 8:21:29 GMT -5
I also attached a picture after modification, I think this time it will be much better~~ [quote author=grixen board=miarmy thread=84 post=385 time=1364058201]pic [/quote] Attachments:
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Post by Yeah YANG on Mar 24, 2013 8:22:08 GMT -5
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Post by grixen on Mar 24, 2013 9:49:23 GMT -5
Thank you. Its pretty usefull, but however does not solve transition twitching problem. Especially in the moment of bringing radomised agents to the row in lower phase. They are twitch as hell. )) (I guess its perfectly suitable for solid agents) Obviously, action morphing are needed in such conjunctions. In any imaginable case - morph transitions in between action nodes (on transition map) are winning move. Natural softness in any case better than custom gluing. Furthermore your engine is already have this pleasant ability. I'm very greatful for fast and detailed feedback. Thanks again
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Post by Yeah YANG on Mar 25, 2013 20:51:13 GMT -5
Hi grixen, The action transition maybe need some transition frames to make them transit more smooth. Also the different actions in a single action action group should have similar phase and behavior. the action blend (morph) usually not used for simulating the action transition, it may cause some confusion in logic. However, of course you can do that if you take 100% control what is going on in the logic behavior. I'll try to check your scene more later~ and hope can improve it more~ Thank you for your testing! Thank you. Its pretty usefull, but however does not solve transition twitching problem. Especially in the moment of bringing radomised agents to the row in lower phase. They are twitch as hell. )) (I guess its perfectly suitable for solid agents) Obviously, action morphing are needed in such conjunctions. In any imaginable case - morph transitions in between action nodes (on transition map) are winning move. Natural softness in any case better than custom gluing. Furthermore your engine is already have this pleasant ability. I'm very greatful for fast and detailed feedback. Thanks again
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