Versions Compared

Key

  • This line was added.
  • This line was removed.
  • Formatting was changed.

...

https://drive.google.com/drive/folders/0B2PLEY5qC5zkV3JfUFBDTGpqSFk?usp=sharing


Step 1 or 8: Rigging

Image RemovedImage Added

Spider rig contains animation

File Location

  • <Project>/ChestOfTheSwarm/scenes/OA/Swarm_Rig_01.ma

...

  • Spider character contains animation
  • One-bone-chain without broken in each amid bone tree
  • No scale on each bone
  • Walking in Z+ direction


Step 2 or 8: OA

OA

File Location

  • <Project>/ChestOfTheSwarm/scenes/OA/Swarm_OAT_Bones_01.ma

Details

  • Put agent Set to the 1st frame (default pose) and resume the rig to default pose, then generate OA
  • Refine the each bone shape of each joint


Step 3 or 8: Actions

test action and randomize speed

...

  • Create action from rig
  • Create placement place node and test action playbackplay
  • Create at least 1 default node and at least 1 action node.node 
  • Randomize speed by " output language - : <Direct Engine> - random all action playback speed (1.0, 53)


Step 4 or 8: Placement

placement Generating Meshes

...

  • Create some meshes and make them looks look like doorways gateways of each holes in the cave
  • Make their normals point to toward inside
  • Create placements place nodes from maya mesh meshes for each hole


Step 5 - 8 Logic

Logic General

  • Our main purpose was is make our agents to crawl out from the small holes(1 in above image) of cave and walk in the celling of the cave.
  • Then all agents should walk toward the nearest spot(2 in the above image) and stack pile there.
  • After stackingpiling, they should form some bridges and crawling toward the chest(3 in above image) in the center of cave.
  • And after reach the chest, they should stack pile there and protect it.


Step 5 or 8: Logic 1: crawl out from cave

File Location

  • <Project>/ChestOfTheSwarm/scenes/Sim_Swarm_Simple.ma

...

  • Place agents in the cave holes doorwaysgateways.
  • Turn on UV Pin of agents which allow agents pin on the cave surface (1 in above picture)
    • Please notice we only make agent pin on the cave when their HP is 20 (default)
    • And later we'll pin our agent on  the curve, and make its HP different from 20, then they won't pin onto the cave surface
  • Turn on CCT of agents which allow agents walk on each other (2 in above picture)
  • Make them avoid each other by sphere logic (3 in above picture)
  • Make them stop if there is no agents behind, this makes all agents walk together without leaving swarm (4 in above picture)
  • Make them talk towards the nearest spot (5 in above picture)


Step 6 or 8: Logic 2: bridging

File Location

  • <Project>/ChestOfTheSwarm/scenes/Sim_Swarm_Simple.ma

...

  • By default, agents are being pinned on to the cave surface when its HP is 20
  • And they will walk towards the nearest spots
  • But when they meet the spot (in bound) they will change its HP to different value
  • The value can determin which curve they need to attach.
    • When the HP is not 20, they will unpin from any object (1 in above picture)
    • Each group stands for a curve logic, different HP value attach to different curve shape node(2 in above picture)
  • The "speedDown" logic in above picture will speed all agents down when they're crawling on the curve


Step 7 or 8: Logic 3: dynamics

File Location

  • <Project>/ChestOfTheSwarm/scenes/Sim_Swarm_Simple.ma

...

  • Some about 10% of agents (random id from 0.9 to 1) will die from time to time
  • But they should die at different time based on the seeded ping pong timer logic
  • They only work for the agents on the bridge


Step 7 or 8: Render

File Location

  • <Project>/ChestOfTheSwarm/scenes/Sim_Swarm_Full.ma

Details

  • Make agent cache firstlyfirst
  • Setup render and render it

Credit

...

Bi Huang (Crowd TD of Basefount)