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
Crowd simulation using Softimage Crowd on a character that is imported into Softimage
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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 modelWednesday, October 17, 20125:44 PM
Softimage Crowd Page 1
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
Scale down the object to match the default pedestraint.
For this to work a VERY VITAL yet simple step needs to be done
Softimage Crowd Page 3
We need to freeze transformations….if this is not done, the weighing of the character will go all wrong.
Softimage Crowd Page 4
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
Softimage Crowd Page 5
We need to transfer the ENVELOPE
Open up the UI to show ICE tree and explorer
Softimage Crowd Page 6
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
Softimage Crowd Page 7
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
Softimage Crowd Page 8
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
Softimage Crowd Page 9
Or
3ds Max
Softimage Crowd Page 10
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.