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Houdini Crowd SlugFest
Год выпуска: 2015
Производитель: cmiVFX
производителя: cmivfx
Автор: Randy Sanders
Продолжительность: 3:42
Тип раздаваемого материала: Видеоурок
Язык: Английский
Описание: cmiVFX has released brand new Houdini Crowd VEX Custom Slugfest a VEX based code system for managing agent states within the Houdini Crowd system. Over the course of the training we will develop a robust event system that will allow you to customize your crowd needs above and beyond what the standard shelf tools offer. In this series Randy Sanders covers rig conversion, rig import, import fix-up, crowd population, multi-group crowd participants, simulation, constraining agents to a terrain, seeking goals, material style sheets and forming logos. We are going to build a couple mini-code systems such as: event state detection and transition viewing. Then we will take what we have learned to make a much larger system called the ‘SlugFest Engine’. The concept around this is to build the code around the asset. Craft a custom VEX code system to support the specific features of the asset. In the process, we will be using best coding practices to make the code flexible enough to be altered and extended at a later time. When it comes to intriguing Houdini content, look no further than cmiVFX!
cmiVFX выпустил абсолютно новый Гудини толпы ВЕКС таможня бою в ВЕКС кода на основе системы управления агента государства в Гудини толпу системы. В течение тренинга мы разработаем надежную систему событий, что позволит вам настроить ваши потребности толпы выше и вне того, что предлагают стандартные полки инструменты. В этой серии Рэнди Сандерс охватывает преобразование буровой установки, буровой импорт, импорт исправление, толпы населения, мульти-группы толпа участников, моделирование, сдерживающих агентов к местности, добиваясь целей, материала, стилей и формируя логотипы. Мы собираемся построить несколько мини-кодовых систем, таких как: событие обнаружения состояния перехода и просмотра. Затем мы возьмем то, что мы научились делать гораздо более крупной системы, называемой ‘игровой движок’. Понятие обхода этого ограничения является создание кода вокруг актива. Ремесло обычай ВЕКС код системы для поддержки специфических особенностей активов. В процессе работы мы будем использовать лучшие практики кодирования, чтобы сделать код достаточно гибкой, чтобы быть изменен и расширен в более позднее время. Когда дело доходит до Гудини не менее интересное содержание, смотреть не дальше, чем cmiVFX!
Содержание
It Starts With The CharacterIn this chapter, we review the various states of the animated Blender character which we will use throughout the series. We walk through the FBX export process for each action and generate animated FBX files that are compatible with the Houdini system.
Import And BakeIn this chapter, we go through the steps to import the FBX files and do a little cleanup on the imported animated geometry. We create a subnet for each animation state and configure each animation for baking.
Population And SimulationIn this chapter, we setup population grids for two different agent groups. These two groups will be opposing forces when it comes time for conflict. We create an initial Simulation and setup state nodes for all the FBX files to link the simulation to the baked animation files. We also add attributes to agents to support features of the SlugFest Combat system.
Trigger And Transition SetupIn this short chapter, we add some parameters for global control of transition speed and randomness. We also create the fist set of Trigger/Transition nodes to control migration from the walk state to any other state the system supports.
Transition PreviewerIn this chapter, we start off with the remaining Trigger/Transition states in place and move on to construct a transition viewer so we can review our agent transitioning between states. Clip state detection is explained as I walk you through the VEX code.
Installing Slugfest CodeIn this chapter, we install the SlugFest engine code into a CrowdTrigger node and create the support nodes for system initialization, seeking and per-frame attribute update. We wrap it up with an animated combat test of the code we installed.
Terrain And GoalsIn this chapter, we import objects which become goals for our red and green teams. We link our VEX code to the goals so our agents can detect them. We also setup a randomly deformed ground to act as terrain for our agents to traverse. We tweak various parameters of the Crowd Solver node to dial-in our agent animations and conduct a couple of test to verify that different random outcomes are possible using the system.
It Starts With The CharacterIn this chapter, we review the various states of the animated Blender character which we will use throughout the series. We walk through the FBX export process for each action and generate animated FBX files that are compatible with the Houdini system.
Materials, Stylesheet And RenderingIn this chapter, we create a master material for our agents using the new Principled Shader. We also leverage the image maps that came with the original asset to refine the look. We create a Material Stylesheet which changes the color of each team member to match that teams color. We also explore how to reference attributes in Material Stylesheets.
Code ReviewIn this chapter, we review the Slug Fest Engine code line by line and talk about how the system works.
Finalizing The LookIn this final Slug Fest chapter, we improve the render setup by adding a matched set of images, Diffuse, Displace and Normal maps, to the terrain. We install the remaining matched set of images on to our agent's material as well. We explore Depth of Field and how to enable Motion Blur for the agents. We setup lighting using the Sky Light with an Environment image map. We explore how to color match the terrain horizon line with the environment map for a more seamless look. We set the final speed for the simulation then add more agents to our scene and sort them by axis.
Agents Form A LogoIn this chapter, we set aside the Slug Fest code and explore how to use VEX code to make the default agents walk or run from one random location to another location within a logo. When they reach the final location they switch to an idle standing position. A simple Material Stylesheet colorizes the seeking agents and the standing agents who have reached their goal.
Файлы примеров: присутствуют
Формат видео: MP4
Видео: AVC, 1332x720, 1.85:1, 30fps, 4036kbps
Аудио: AAC, 44.1kHz, 93.6kbps, stereo
Год выпуска: 2015
Производитель: cmiVFX
производителя: cmivfx
Автор: Randy Sanders
Продолжительность: 3:42
Тип раздаваемого материала: Видеоурок
Язык: Английский
Описание: cmiVFX has released brand new Houdini Crowd VEX Custom Slugfest a VEX based code system for managing agent states within the Houdini Crowd system. Over the course of the training we will develop a robust event system that will allow you to customize your crowd needs above and beyond what the standard shelf tools offer. In this series Randy Sanders covers rig conversion, rig import, import fix-up, crowd population, multi-group crowd participants, simulation, constraining agents to a terrain, seeking goals, material style sheets and forming logos. We are going to build a couple mini-code systems such as: event state detection and transition viewing. Then we will take what we have learned to make a much larger system called the ‘SlugFest Engine’. The concept around this is to build the code around the asset. Craft a custom VEX code system to support the specific features of the asset. In the process, we will be using best coding practices to make the code flexible enough to be altered and extended at a later time. When it comes to intriguing Houdini content, look no further than cmiVFX!
cmiVFX выпустил абсолютно новый Гудини толпы ВЕКС таможня бою в ВЕКС кода на основе системы управления агента государства в Гудини толпу системы. В течение тренинга мы разработаем надежную систему событий, что позволит вам настроить ваши потребности толпы выше и вне того, что предлагают стандартные полки инструменты. В этой серии Рэнди Сандерс охватывает преобразование буровой установки, буровой импорт, импорт исправление, толпы населения, мульти-группы толпа участников, моделирование, сдерживающих агентов к местности, добиваясь целей, материала, стилей и формируя логотипы. Мы собираемся построить несколько мини-кодовых систем, таких как: событие обнаружения состояния перехода и просмотра. Затем мы возьмем то, что мы научились делать гораздо более крупной системы, называемой ‘игровой движок’. Понятие обхода этого ограничения является создание кода вокруг актива. Ремесло обычай ВЕКС код системы для поддержки специфических особенностей активов. В процессе работы мы будем использовать лучшие практики кодирования, чтобы сделать код достаточно гибкой, чтобы быть изменен и расширен в более позднее время. Когда дело доходит до Гудини не менее интересное содержание, смотреть не дальше, чем cmiVFX!
Содержание
It Starts With The CharacterIn this chapter, we review the various states of the animated Blender character which we will use throughout the series. We walk through the FBX export process for each action and generate animated FBX files that are compatible with the Houdini system.
Import And BakeIn this chapter, we go through the steps to import the FBX files and do a little cleanup on the imported animated geometry. We create a subnet for each animation state and configure each animation for baking.
Population And SimulationIn this chapter, we setup population grids for two different agent groups. These two groups will be opposing forces when it comes time for conflict. We create an initial Simulation and setup state nodes for all the FBX files to link the simulation to the baked animation files. We also add attributes to agents to support features of the SlugFest Combat system.
Trigger And Transition SetupIn this short chapter, we add some parameters for global control of transition speed and randomness. We also create the fist set of Trigger/Transition nodes to control migration from the walk state to any other state the system supports.
Transition PreviewerIn this chapter, we start off with the remaining Trigger/Transition states in place and move on to construct a transition viewer so we can review our agent transitioning between states. Clip state detection is explained as I walk you through the VEX code.
Installing Slugfest CodeIn this chapter, we install the SlugFest engine code into a CrowdTrigger node and create the support nodes for system initialization, seeking and per-frame attribute update. We wrap it up with an animated combat test of the code we installed.
Terrain And GoalsIn this chapter, we import objects which become goals for our red and green teams. We link our VEX code to the goals so our agents can detect them. We also setup a randomly deformed ground to act as terrain for our agents to traverse. We tweak various parameters of the Crowd Solver node to dial-in our agent animations and conduct a couple of test to verify that different random outcomes are possible using the system.
It Starts With The CharacterIn this chapter, we review the various states of the animated Blender character which we will use throughout the series. We walk through the FBX export process for each action and generate animated FBX files that are compatible with the Houdini system.
Materials, Stylesheet And RenderingIn this chapter, we create a master material for our agents using the new Principled Shader. We also leverage the image maps that came with the original asset to refine the look. We create a Material Stylesheet which changes the color of each team member to match that teams color. We also explore how to reference attributes in Material Stylesheets.
Code ReviewIn this chapter, we review the Slug Fest Engine code line by line and talk about how the system works.
Finalizing The LookIn this final Slug Fest chapter, we improve the render setup by adding a matched set of images, Diffuse, Displace and Normal maps, to the terrain. We install the remaining matched set of images on to our agent's material as well. We explore Depth of Field and how to enable Motion Blur for the agents. We setup lighting using the Sky Light with an Environment image map. We explore how to color match the terrain horizon line with the environment map for a more seamless look. We set the final speed for the simulation then add more agents to our scene and sort them by axis.
Agents Form A LogoIn this chapter, we set aside the Slug Fest code and explore how to use VEX code to make the default agents walk or run from one random location to another location within a logo. When they reach the final location they switch to an idle standing position. A simple Material Stylesheet colorizes the seeking agents and the standing agents who have reached their goal.
Файлы примеров: присутствуют
Формат видео: MP4
Видео: AVC, 1332x720, 1.85:1, 30fps, 4036kbps
Аудио: AAC, 44.1kHz, 93.6kbps, stereo
Характеристики
Вес
0.14 кг
Формат
(ВИДЕО)
Год
2015
Тип упаковки
Пластиковый бокс
Количество DVD
2
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