tikal
Junior Member
Posts: 63
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Post by tikal on Apr 5, 2013 12:47:39 GMT -5
Hi, i m learning your awesome tool. I' m trying to figure out how to achieve a precise behaviour. My aim is this: I have a simple logo and all my agents are around it, at a ditance X from the logo bounding. They begin to walk toward the logo, that is their target, filling it with many characters. Once on the logo they remain in standing position, so the logo will be made of agents. I have understood all the different agent interaction with the environment. Now i'm trying to understand which are the best tool to reach my goal. i was thinking about a combination of zone and spot perception contents so that i can concentrate character in the logo center and then till the internal side of the zone (that has the logo shape). i will have to divide the logo in different zone i think i have to use the spot distance variable to tell my agents to stop even if not exaclty at the center of the spot. how can i set the decision node editor so that my agents stop before reaching the spot center and do not walk around to try to reach the center? it is not so simple to explain.... i add a drawings where you can see a logo, with 4 different zone i will shape with polygones. each one will be a zone with its ID. in the center of these 4 zone i will add 4 spot with their ID. so if the condition agent in zone[0] and spot[0] is true the character can transition from walking to standing. but i have to find a way to tell the characters to be well distribuited on the logo, this is what is warring me.... is this idea correct? how should i set the decision editor to accomplish this? so that the characters distribution is good and character don-t go on moving trying to reach a target??? thanks a lot in advance, Mat Attachments:
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Post by Yeah YANG on Apr 5, 2013 21:07:50 GMT -5
Hello Mat, The simplest way to achieve this is use the 4 meshes based "formation" perception, the agents can find each target position in the mesh and go for it, also the distribute can be very well, and that logo can be translated/deformed freely. Please see: Tutorial Video 98If the mesh is not very "noise" maybe you should noise the points of the mesh firstly. Also there is a sample files, it is: T3_S06_02_Formation2D_Multi.maI think use spot maybe cannot very precisely control this scenario, but if you still want to use spot and zone, we can do some further development next week and see is that better. Thank you for your testing, the honor is ours!! Best, --Yeah Hi, i m learning your awesome tool. I' m trying to figure out how to achieve a precise behaviour. My aim is this: I have a simple logo and all my agents are around it, at a ditance X from the logo bounding. They begin to walk toward the logo, that is their target, filling it with many characters. Once on the logo they remain in standing position, so the logo will be made of agents. I have understood all the different agent interaction with the environment. Now i'm trying to understand which are the best tool to reach my goal. i was thinking about a combination of zone and spot perception contents so that i can concentrate character in the logo center and then till the internal side of the zone (that has the logo shape). i will have to divide the logo in different zone i think i have to use the spot distance variable to tell my agents to stop even if not exaclty at the center of the spot. how can i set the decision node editor so that my agents stop before reaching the spot center and do not walk around to try to reach the center? it is not so simple to explain.... i add a drawings where you can see a logo, with 4 different zone i will shape with polygones. each one will be a zone with its ID. in the center of these 4 zone i will add 4 spot with their ID. so if the condition agent in zone[0] and spot[0] is true the character can transition from walking to standing. but i have to find a way to tell the characters to be well distribuited on the logo, this is what is warring me.... is this idea correct? how should i set the decision editor to accomplish this? so that the characters distribution is good and character don-t go on moving trying to reach a target??? thanks a lot in advance, Mat
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tikal
Junior Member
Posts: 63
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Post by tikal on Apr 6, 2013 4:41:56 GMT -5
First of all, thank you very much for your fast reply.
I think this solution can work pretty well. Prehaps the formation is very precise, this is why, i think, you told me to add some noise to the mesh cv, so the character do not look exaclty like a platoon.
Then using some blend shapes i should be able to reach the logo shapes.
In the tutorial i can see there is a nice 3d space flock of birds, in that case there is a spot that is spreading the formation. After spreading out, the formation recall each element on its original position. This is what i can add to create confusion in the characters path.
But if i would add even more confusion and have the characters avoid each others, not all , but just some... how can i tell them to modify their path, adding obviously the avoid control in the decision editor? At first i think i could transform the geo in a softbody and add a turbolence node on the geometry cv or an expression that add noise on the cv position.
But prehaps it is possible to use some other control i still haven't seen.
Another ideas is that i can cut those formation shapes in smaller pieces and then animate them so that some small group move in the middle of bigger shapes, so that they have to interact each other...this seems a good solution, could it be working?? Character in a formation ar exactly as character placed in a spot??
Man, each day it seems i understand always better your awesome plugin!!! At least it seems.
I already have a rendermanStudio 4 license. i m so curious to test it with MiArmy!!!
Thank you again.
Mat
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Post by Yeah YANG on Apr 6, 2013 10:48:59 GMT -5
Hello tikal, Miarmy have tree structural priority decision ranking mechanism, with that, you can make agent avoid each other higher priority than follow formation. So at that point, when the agent no need avoid each other, they will go to the target point, otherwise they will avoid, there should be a priority~~ * The higher priority is avoid each other * The lower priority is follow target point I can do a sample file for you next week for your referencing~~ Thank you for your testing!! Best, --Yeah First of all, thank you very much for your fast reply. I think this solution can work pretty well. Prehaps the formation is very precise, this is why, i think, you told me to add some noise to the mesh cv, so the character do not look exaclty like a platoon. Then using some blend shapes i should be able to reach the logo shapes. In the tutorial i can see there is a nice 3d space flock of birds, in that case there is a spot that is spreading the formation. After spreading out, the formation recall each element on its original position. This is what i can add to create confusion in the characters path. But if i would add even more confusion and have the characters avoid each others, not all , but just some... how can i tell them to modify their path, adding obviously the avoid control in the decision editor? At first i think i could transform the geo in a softbody and add a turbolence node on the geometry cv or an expression that add noise on the cv position. But prehaps it is possible to use some other control i still haven't seen. Another ideas is that i can cut those formation shapes in smaller pieces and then animate them so that some small group move in the middle of bigger shapes, so that they have to interact each other...this seems a good solution, could it be working?? Character in a formation ar exactly as character placed in a spot?? Man, each day it seems i understand always better your awesome plugin!!! At least it seems. I already have a rendermanStudio 4 license. i m so curious to test it with MiArmy!!! Thank you again. Mat
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tikal
Junior Member
Posts: 63
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Post by tikal on Apr 6, 2013 11:30:31 GMT -5
hi Yeah, thank you again. it would be very cool, to have an example scene, if it is not too much disturb!
Mat
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Post by Yeah YANG on Apr 7, 2013 21:57:26 GMT -5
Hi Mat, we done a sample for your referencing~ Part 1/2: image, hi Yeah, thank you again. it would be very cool, to have an example scene, if it is not too much disturb! Mat Attachments:
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Post by Yeah YANG on Apr 7, 2013 21:58:52 GMT -5
Hi Mat, we done a sample for your referencing~ Part 2/2: maya scene file, Note: done in Maya 2013, if open it with older version, please: Ignore Version in Open Optionshi Yeah, thank you again. it would be very cool, to have an example scene, if it is not too much disturb! Mat Attachments:
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tikal
Junior Member
Posts: 63
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Post by tikal on Apr 8, 2013 17:53:10 GMT -5
it looks very nice, i just looked at the pics you posted. i finished later preparing the tomorrow lesson, i have many expressions with sprites:( so i will test it tomorrow night, i hope, if i still have stamina:)))
thanks again , you rulez:))
mat
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tikal
Junior Member
Posts: 63
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Post by tikal on Apr 11, 2013 12:45:37 GMT -5
i tried and looked at the scene.
it is working fine. there are some character that are still turinng on themself even if they sould be only standing....but i think it is not a complex issue to be fixed. instead i thought it was more simpler rendering using renderman studio, importing rib, as with 3delight, instead i cannot understnad how to bind the 2 things together....
i do not have prman but only rmanstudio. a friend of mine that use massive told me he import rib file with the bounding box info and pass those info in a ribbox, that i think is what is done in 3delight.
but i cannot understand how to export the ribbox for each frame.
are there any clue somewhere? otherwise i have to use meshdrive, and i think it is very heavy for scene with very large number of units.
how many charcaters do you think mesh drive can handle....more or less like your lomotion agent???
mat
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Post by Yeah YANG on Apr 12, 2013 9:00:21 GMT -5
Hello Mat, your first question can be solve by a simple node when stand and lock ry~ let me check your file tomorrow~~ Your second question, I'm sure your friend was talking about renderman archive files with procedural primitives: please refer the the video: video_64_ProceduralPrim.mp4 and the: Miarmy > Renderman Extra > Export Archive etc... it can render a huge number of characters~ let me do some sample for your tomorrow; Thank you! --Yeah i tried and looked at the scene. it is working fine. there are some character that are still turinng on themself even if they sould be only standing....but i think it is not a complex issue to be fixed. instead i thought it was more simpler rendering using renderman studio, importing rib, as with 3delight, instead i cannot understnad how to bind the 2 things together.... i do not have prman but only rmanstudio. a friend of mine that use massive told me he import rib file with the bounding box info and pass those info in a ribbox, that i think is what is done in 3delight. but i cannot understand how to export the ribbox for each frame. are there any clue somewhere? otherwise i have to use meshdrive, and i think it is very heavy for scene with very large number of units. how many charcaters do you think mesh drive can handle....more or less like your lomotion agent??? mat
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tikal
Junior Member
Posts: 63
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Post by tikal on Apr 12, 2013 12:03:34 GMT -5
cool:) thank you! i check immediately the video!
you are the best!
cheers, matteo
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tikal
Junior Member
Posts: 63
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Post by tikal on Apr 12, 2013 15:55:22 GMT -5
i didi the cache, then i exported ribarchive, now i m importing them but i get this error
// Warning: file: C:/Program Files/Pixar/RenderManStudio-3.0.3-maya2012//scripts/rmanResizeDRAProxy.mel line 30: fopen: unable to open file "S:/PROGETTI/2013/Miarmy_All_Sample/images/images/rib/perspShape/prova_beauty_.0010.rib" for mode "r". //
like if the file were not there....and so the procedure cannot create bounding box....is this correct???
######################################## ######################################## another error i get is this one:
Warning: file: C:/Program Files/Pixar/RenderManStudio-3.0.3-maya2012//scripts/rmanResizeDRAProxy.mel line 30: fopen: unable to open file "S:/PROGETTI/2013/Miarmy_All_Sample/images/images/rib/perspShape/prova_beauty_.0010.rib" for mode "r". // // Error: (04/12 22:56) rfm Error: R12001 File S:/PROGETTI/2013/Miarmy_All_Sample/images/images/rib/perspShape/prova_beauty_.0010.rib cannot be opened by RiReadArchive. [<Splitting> Object: pCubeShape1] //
################################### ################################### last upodate
this is last error: Error: (04/13 00:24) rfm Error: P80005 Parameterlist type mismatch in RIB stream. (at line 4 in S:/PROGETTI/2013/Miarmy_All_Sample/images/provaNew.0007.rib) [<Splitting> Object: pCubeShape1] // // Warning: (04/13 00:24) rfm Warning: S01001 Cannot load shader "McdGatherAO". [<Loading Shader> Object: |Miarmy_Contents|Agent_casual|Geometry_casual|head_Mesh2|head_Mesh2Shape] // // Warning: (04/13 00:24) rfm Warning: S01001 Cannot load shader "McdGatherAO". [<Loading Shader> Object: |Miarmy_Contents|Agent_casual|Geometry_casual|l_arm_Mesh|l_arm_MeshShape] // // Warning: (04/13 00:24) rfm Warning: S01001 Cannot load shader "McdGatherAO". [<Loading Shader> Object: |Miarmy_Contents|Agent_casual|Geometry_casual|l_shoe_Mesh|l_shoe_MeshShape] // // Warning: (04/13 00:24) rfm Warning: S01001 Cannot load shader "McdGatherAO". [<Loading Shader> Object: |Miarmy_Contents|Agent_casual|Geometry_casual|r_arm_Mesh|r_arm_MeshShape] //
may be i have to recompile all shader for renderman\? the rendr is empty....
mat
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tikal
Junior Member
Posts: 63
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Post by tikal on Apr 12, 2013 19:43:25 GMT -5
now i compiled all the sl for rman no error but no render too!! all black, there is a file starting when i render like a dos command in a shell that immediateliy close....i cannot see what it is....
i looked into the ribarchive and it seems to have info in and geo description, i will pass one later. i cannot understand what is it missing.prehaps a call to a renderman.dll lib file?
mat
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tikal
Junior Member
Posts: 63
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Post by tikal on Apr 13, 2013 13:09:24 GMT -5
update: finally now i can render with rman studio 3.0.3. as soon as i fix with 3.0.3 i try in rms4. there are some weird things...and, i think, this depends on how rib archive are created. when i render in maya the ribarchive i import i have to move the light towards the cam....it is like the scene is turned 180°!!! then i have this kind of texture error: // Warning: (04/13 20:03) rfm Warning: T22001 TIFF texture contains invalid Pixel Aspect Ratio, please regenerate: "S:/PROGETTI/2013/Miarmy_All_Sample/sourceimages/casual/shorts_color_4.tex". [<Shading> Object: |Miarmy_Contents|Agent_casual|Geometry_casual|Lower|set1|shorts_Mesh5|shorts_Mesh5Shape Shader: McdTxtPlastic] // . finally in rman studio , when i import a ribarchive, i have a flag in maya that let me activate a bounding box of the object so that i can see where my object is, and it is changing frame per frame,,,,it would be great having it working here. is it possible that the McdRunProgram.exe is just good for 3delight and non for renderman? or it has been creatd just for renderman? i cannot find out why there are all this weird things!! but first i must understand how to create a perfect working ribarchive for rmanstudio! mat
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tikal
Junior Member
Posts: 63
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Post by tikal on Apr 14, 2013 10:35:22 GMT -5
What can i supplì you to try to understand what to do? One of my ribarchive file file?
Mat
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