I wouldn't use a height field in that case. Most of the time when I do climbing agents I end up making custom set ups, unless they are very far from the camera.
@RUSOBPK4 жыл бұрын
@@ShortSweet3D you mean you set them up as independent agents that climb? Interesting! But how would you set up something like wwz? Where the agents go over their dead mattes? I know there is no simple answer but i have just seen some examples on miarmy but none that involves that kind of movement in houdini
@ShortSweet3D4 жыл бұрын
@@RUSOBPK It depends a lot on the shot and what type of climbs you have. They don't have to be independent agents, just that the climb state is set up differently. If they are really far away then you can just drive the points and play a cycle. It's really hard to give general advice. If you want an example of one of my old shows with a climbing crowd done in Houdini, then you can check out this breakdown around 2:43: kzbin.info/www/bejne/ipeVhqyFfraWaqM
@RUSOBPK4 жыл бұрын
@@ShortSweet3D Bro, i know i have made some questions, and im so glad to you for answering, but i have another one. How would you cache a crowd sim? I mean what nodes in what order... Im sorry if this is to much to ask for. Thank you again.
@ShortSweet3D4 жыл бұрын
@@RUSOBPK Just put the cache node at the end of your chain. Make sure that you have saved out the agent definition with an agent definition cache node as well as reading it back though. If you don't, the agent definition will be added to every frame and make the cache huge.