Transitioning from a coder to a 3D artist. Houdini was the best option for me after I explored a different number of 3D software applications. I love the procedural workflow in Houdini and how easily accessible the attributes of the geometry are available to the user. This makes it a lot easier to focus on creating a good render and less time wasted on trying to figure out how to access certain geometry points or edges.
simple and forward. I like to see more tutorial about crowd sim. especially If you can explain the changes in crowd sim from v:16.5 to 17 that there is no need to export agents clips. this would be interesting.
Thanks! I think the agent clips node is useful when there are multiple animations to trigger in the crowd sim. But in my video, I only had 1 walk animation. I was thinking of doing another tutorial about crowds trigger, but I don't know how useful that is. I can see how triggers would be useful in a game engine where everything is dynamic. So I'm trying to come up with an idea on how to demonstrate crowd triggers and apply it in a useful way.
コメント
NathanielOuimet 4 年, 7 ヶ月 前 |
Well, that whole serie was some quality work! Nice job keeping it short and sweet.
Looking forward for some other tutorials from you :)
Thank you !
bubblepins 4 年, 7 ヶ月 前 |
Thanks!!
MirHadi 4 年, 5 ヶ月 前 |
simple and forward.
I like to see more tutorial about crowd sim.
especially If you can explain the changes in crowd sim from v:16.5 to 17 that there is no need to export agents clips. this would be interesting.
Thank you!
bubblepins 4 年, 5 ヶ月 前 |
Thanks!
I think the agent clips node is useful when there are multiple animations to trigger in the crowd sim. But in my video, I only had 1 walk animation. I was thinking of doing another tutorial about crowds trigger, but I don't know how useful that is. I can see how triggers would be useful in a game engine where everything is dynamic. So I'm trying to come up with an idea on how to demonstrate crowd triggers and apply it in a useful way.
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