Subtopics ¶
Getting started ¶
The moving parts ¶
-
About agents, the moving actors that make up a crowd simulation.
-
About agent states, the virtual mood of each agent that controls the agent’s animation and the behaviors it runs.
-
How to specify conditions that cause agents to change from one state to another.
-
Tips for efficiently caching and loading crowd sims.
Behavior ¶
-
Useful attributes for reading in triggers, or that you can set to affect behavior.
-
How the Houdini crowd solver decides which behaviors to apply to an agent at each time step.
-
Tips on setting up interaction between agents and other types of dynamics.
Appearance ¶
-
How to create a more realistic crowd by making agents look and act differently.
-
You can add and constrain vellum cloth as part of agent shape geometry, and then simulate the cloth based on agent movements.
Terrain ¶
-
How to set up agents to adapt their animation to terrain and prevent skating.
-
How to specify terrain geometry for agents to walk across.
-
How to set up obstacles for agents to avoid.
SOP crowds ¶
-
How to use SOP motion paths to modify the behavior of a small number of agents.
-
Attributes for SOP crowd motion paths.
Crowd Procedural ¶
-
Optimize crowd scenes at render time.