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Overview ¶
The crowd solver can have your agents stick to terrain geometry and perform foot placement on the terrain. Only one geometry object can be used as terrain with a crowd solver. If agents move off the terrain, they will snap to the ZX plane.
Set the terrain for a crowd simulation ¶
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Select the geometry you want to use.
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On the Crowds shelf tab, select the Terrain tool.
This turns on the terrain-following controls on the Terrain tab of the Crowd Solver node, and sets it to the selected geometry.
You can limit the terrain-following behavior to certain groups by putting a space-separated list of group names in the Agent Group parameter on the Crowd Solver node.
You can also adjust or turn off automatic foot placement.
Foot adaptation ¶
The crowd solver can manipulate agent skeletons to automatically place agent feet in their proper positions as they walk along non-flat surfaces.
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In the Crowd Source node in the geometry network, enter the names of the bones for each body part so the solver can move the character’s feet.
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On the Terrain tab of the Crowd Solver node (in the crowd simulation network), turn on Enable Foot Locking, Enable Terrain Projection, and Enable Terrain Adaptation.
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See foot planting workflow for how to enable better terrain adaptation and prevent “skating”.
See also |