softimage crowd

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Create a base model from the software of your choice. Mudbox for example has base mesh of a human being...with a little effort on posing, we can get this to a T-Stance We can then send this file into Softimage. We can do a one click interop to send this to Softimage...but since we will no need to go to & fro from Softimage to Mudbox. It is better to simply export this object as a .fbx file and import this into softimage. Note we can bring any such T-Stance character into softimage for the following processs to work Within Softimage we create a CrowdFX>>Actor>>Default Pedestraint Softimage Crowd from base model Wednesday, October 17, 2012 5:44 PM Softimage Crowd Page 1

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Crowd simulation using Softimage Crowd on a character that is imported into Softimage

TRANSCRIPT

Page 1: Softimage Crowd

Create a base model from the software of your choice.Mudbox for example has base mesh of a human being...with a little effort on posing, we can get this to a T-Stance

We can then send this file into Softimage. We can do a one click interop to send this to Softimage...but since we will no need to go to & fro from Softimage to Mudbox. It is better to simply export this object as a .fbx file and import this into softimage.

Note we can bring any such T-Stance character into softimage for the following processs to work

Within Softimage we create a CrowdFX>>Actor>>Default Pedestraint

Softimage Crowd from base modelWednesday, October 17, 20125:44 PM

Softimage Crowd Page 1

Page 2: Softimage Crowd

A window will appear asking which all animations we want with the default pedestrain

Select three matching motions….and Apply all above

IMPORTANT NOTE:The pedestraint is much smaller that the object we imported

Softimage Crowd Page 2

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Scale down the object to match the default pedestraint.

For this to work a VERY VITAL yet simple step needs to be done

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We need to freeze transformations….if this is not done, the weighing of the character will go all wrong.

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Property >>GatorGator helps us to transfer maps/skin weights/etc from one object to other. We use this to get the weighing of the original pedestrain on to the new character /model

We are asked to select the original model from which the attributes have to be transferred…And a menu opens requesting what we want to transfer

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We need to transfer the ENVELOPE

Open up the UI to show ICE tree and explorer

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Select mesh...this is the model of the default pedestrainThis will open the ICE graph

Double click on the GET Pedestrain.Mesh.This open the window

We want to replace the original Mesh (default pedestrain) with the new mudbox modelClick on PICK and select the geometry/model from the scene i.e the new character

It is possible that the ICE graph may show an error

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Double click on that node

It will bring up the window

Toggle the tick marks (selections)

To proceed further…Simulation >>Pedestrain Crowd

This will create your pedestrain crowds

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Import a terrain (like) object/model

Crowd >> Add TerrainPlay simulation

We can then export the crowd as a .fbx file.

Crowd >>export as fbx

And import the same in Maya

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Or

3ds Max

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3ds Max

1) The Crowd when exported caches all the "animated" data2) Terrain depicted in the above two pictures (for Maya and 3ds Max) was imported seperately and

not as a part of the Crowd

PLEASE NOTE:

Customisation of the Crowd with additional (external) animation and having different textures / sizes / Models will be taken care of in further tutorials.

Softimage Crowd Page 11