Thanks for the tutorial! This will be great for creating huge battle scenes I always wanted to make.
@TheDuckCow5 жыл бұрын
Absolutely. I would dig into the boid specific settings around enemies and friends, you really could make good use of that (though careful, you don’t want particles to actually “die” as then they’ll disappear or remain stationary)
@daugelam2 жыл бұрын
yeah this kinda important for an army(i think)
@mdp71932 жыл бұрын
0:00 - Intro 1:30 - Adding environment 2:40 - Adding baseline character (set up shapekeys, not in tutorial) 4:52 - Animation, NLA editor 8:00 - Change characters 12:30 - Adjusting animations 16:45 - Setting up simulation system 23:00 - Fixing floating etc of characters (boids, seperate, flock...) 28:30 - Adjusting sim to floor 31:00 - Setting up collisions in environment 35:55 - Disable characters spawning inside collision zones 38:55 - Preparing for render 41:15 - Adding more types of animations in sim system 44:45 - Fixes if characters still intersecting 46:10 - Baking animations (important) 47:50 - Recap
@mdp71932 жыл бұрын
It's hard to find a thorough crowd sim tutorial, thank you for this!
@TheDuckCow2 жыл бұрын
@@mdp7193 glad to hear you enjoyed it! Thanks for the timestamps work there - you made me realize KZbin wasn't picking the ones I already wrote in the description because I skipped the 00:00 intro section, now they are showing up on the video as chapters.
@SVAFnemesis4 жыл бұрын
I don't know what to say, 5 years ago I learned all of my basic rigging by disecting one of your minecraft rig I found on blendswap, and today I'm at my 3rd year of working as an animator and rigger. Now I stumbled upon your channel once again and is watching your python tutorial. You're like the beacon that is shining ahead of me telling me where to go.
@TheDuckCow4 жыл бұрын
Really warms my heart, though sometimes I feel my channel can be a little eclectic, I'm very glad to hear it has been useful across different areas!
@cg.man_aka_kevin2 жыл бұрын
Great!!! The most detailed crowd tutorial in KZbin. :)
@ProVatan28 ай бұрын
4:26 Спасибо, я узнал это впервые... ещё раз тебе спасибо!
@f07gamingcallofduty933 жыл бұрын
I really liked your manuals. I have been wanting to learn this for a long time. Good luck and thank you very much !!!
@omeletotheegg5 жыл бұрын
I've thought at first using mesh cache was better, but you really make whats best thank you moack :)
@TheDuckCow5 жыл бұрын
Glad it helped! Many ways to do the same thing, but yes - difference performance implications depending on the approach.
@ByronKindig2 жыл бұрын
Thank you so much for this. I appreciate the detail.
@jamesprakashjc5 жыл бұрын
Really cool video, Blender is not the best for crowd simulation, but you taught me how to make the most of it. Keep up the good work! :)
@TheDuckCow5 жыл бұрын
Glad you enjoyed! And absolutely, Blender is a tool and is not the right tool for every job. Programs like Massive for crowd sims are where it’s at, but it never hurts to know how to push your generalist tool like Blender to the max.
@PetRatPro5 жыл бұрын
WOO! Can’t wait!
@JimDHart2 жыл бұрын
Thanks for this very informative video! Though it is 3 years old, I guess little has been done to improve the BOIDS animation system. =( I would think with all the new stuff the past 1-2 years, this would get a major face lift. It would be nice, for example, to have different NLAs selected based on what each BOID is doing: BOIDS not moving would have a "standing" animation; etc. Maybe there is a way to do this? Anyway, very thought-out tutorial.
@Hyfivee5 жыл бұрын
Finally thank you buddy, finally I was able to make my first animation
@ngocson845 жыл бұрын
Superb! Thankyou, sir
@ThuraTheinTin5 жыл бұрын
Very good tutorial. Thanks. Great
@beatsburst48483 жыл бұрын
hey bro can u help me my characters are animating downwards???? instead they should be animating towads means 90 degree how to change the rotation of character?????
@xanecosmo50615 жыл бұрын
Great video. Would you make a tutorial on how to use cloth simulations like you do?
@TheDuckCow5 жыл бұрын
Glad you liked it. As for cloth sim, I may in the future, but no guarantees. I've done some very quick overviews of how I deal with it in behind the scenes videos (see the "Whirlwind" videos for Sometimes and Destroy You on my channel), otherwise I know there are at least some tutorials out there already (for Minecraft/Blender specifically) and I'm not sure I'll be able to add too much more than those already cover. But let me know if you find one (or two) that fall short of your needs, maybe you can compel me to make my own taking a synthesis from all!
@xanecosmo50615 жыл бұрын
@@TheDuckCow Oh great, I looked at some of the cloth simulation settings of the rigs from your MCPrep and I tried out myself. It somehow, kinda works! You sorta asked me to tell you if I find anything that helped me. But it's you 😅
@xanecosmo50615 жыл бұрын
@@TheDuckCow I scaled my rig all the way up to six times and the cloth glitches are gone, thanks to your example rig. ( My rig was so tiny) lol
@TheDuckCow5 жыл бұрын
@@xanecosmo5061 Ah so that's interesting, the cloth sim got more stable when you had higher overall scale of the model? Those things can be funny for sure. Could has have to do with the exterior/interior depth of the collision objects, something I often end up playing with (that and having hidden, simpler collider objects inside the mesh, rather than making e.g. the torso itself the collision object)
@Amy-qe8br4 жыл бұрын
youre the best thanks!
@todornikolov14735 жыл бұрын
Interesting. Looking forward!
@cg.man_aka_kevin2 жыл бұрын
I want to ask, why is it that when they start at frame 0 or for example from frame 1, it's like they start out in a mess and then in the next frame it starts to get neat? It's like there's a glitch at the beginning then it suddenly the motion is good?
@TheDuckCow2 жыл бұрын
It's a good question! It also shows under the hood how things are working. Blender particle systems are calculated on a frame by frame basis. Frame one, a point is in one position. Then the simulation runs, and the only output is the next position. There's no inherent datapoint for "velocity" or "direction", just the final landing point on each frame. The direction fixes itself after one frame because the software adds an extra, post-simulation step to see "ok, where was this point on the previous point" and based on that you get the velocity and direction. Generally speaking, it's always best to have your simulations (including particle sims) start one one frame, but then have your scene actually start rendering some frames later to let things "settle". I typically use a buffer of 10-15 frames just in case I need it, so my animations start rendering from e.g. frame 15 onwards.
@cg.man_aka_kevin2 жыл бұрын
@@TheDuckCow Ooo... Great explanation...
@flowerslovepower86144 жыл бұрын
Thank you
@alan1122235 жыл бұрын
Thanks mate.
@cg.man_aka_kevin2 жыл бұрын
But can you make, how to create plants collision or grass collision? so when the object touches the plant, the plant will interact but be realistic. Or maybe a bonus tutorial for making wind plants effect. Because that's what I need. :) Please... :)))
@TheDuckCow2 жыл бұрын
Unfortunately, there are inherent limitations in this approach. There may be some clever things you could do in the material shading of the grass object itself to influence displacement based on proximity to meshes, but I'm not aware of that working for particles itself. Making wind effects though on itself is not hard at all, you can even import the MCprep tall grass to see a prefab of how that is set up using the displacement modifier and a cloud noise texture.
@cg.man_aka_kevin2 жыл бұрын
@@TheDuckCow Ok
@Striker180x5 жыл бұрын
the crowd after 300 frames disappear even though I set the end frame at 500 why is this happening?
@TheDuckCow5 жыл бұрын
Try clearing your cache or changing the seed, and then ensure that the time that each particle lives is more than 500 frames.
@Striker180x5 жыл бұрын
Thanks it worked
@mrbarnett90003 жыл бұрын
What happens if the models are not facing the right way? Mine appear to be walking sideways or backwards? :S
@BlackboxArab5 жыл бұрын
how get map have 3d block / 3D texture minecraft
@TheDuckCow5 жыл бұрын
Perhaps a video like this is useful? Also using MCprep (though a much, much earlier version of it) kzbin.info/www/bejne/hJLbaJyreLmirM0
@dillibahadurkatuwal60854 жыл бұрын
Can u pls enable the setting which allows to show the pressed keys
@TheDuckCow4 жыл бұрын
Will see about that for future tutorials that are long in length!
@CAtlanticer4 жыл бұрын
thanks for your tutorial TheDuckCow, but i could i hide the plane that has particle except the one i create the crowd?
@TheDuckCow4 жыл бұрын
Not sure I follow the quesiton, but there should be a setting for "show emitter", turn this off on your particle object if it's a fake floor (as done in this tutorial), or keep it on if you just used some meshes from your actual world.
@CAtlanticer4 жыл бұрын
@@TheDuckCow , ok, i'll try your tip, thanks
@ahmadalami43465 жыл бұрын
A never give up person 😀
@VortexTheBreadMan5 жыл бұрын
I saw someone use this feature before on discord I don’t know how they did it with mc perp though
@TheDuckCow5 жыл бұрын
Was it maybe HP Binary/Boxscape and The Labs? I shared a rough version of this workflow before which they ran with.
@MrHahajoe3 жыл бұрын
Hello, I am using armature driven characters and the emitter system just distribute all the bones everywhere. Any suggestions?
@TheDuckCow3 жыл бұрын
The trouble is that, unless you only have one entire character to spawn with no variations, you run into the issue that particle emitters only emit one object at a time. There's a hack (which may not still work, haven't tested) where you end up creating a single mesh for your character, and a single armature. You make all the meshes part of the collection used in the particle spawner, but the armatures are *not* part of that collection. However it may run into dependency issues, again haven't tried recently myself
@MrHahajoe3 жыл бұрын
@@TheDuckCow thank you so much for your detailed explanations! I am creating a trade show simulation and definitely I will try out the solution. Also the emitted instance I created always moving out of the boundary. The bigger the boundary is, the less obvious bleeding is happening, is there a way to fully contain the movement within the boundary?
@TheDuckCow3 жыл бұрын
@@MrHahajoe Best bet would probably be adding additional (non-rendered) colliders where you need, good luck!
@MrHahajoe3 жыл бұрын
@@TheDuckCow you are the best!
@Lutraa5 жыл бұрын
Quick question. How do you import the nether using mineways? I try to do it but it just shows a blank screen like nothings there’s in mineways.
@TheDuckCow5 жыл бұрын
Hi, if you never entered the Nether in the world, then it wasn't generated yet - thus Mineways has nothing to load. Similarly, it will have only loaded areas of the nether that have been visited, so might be good to know specific coordinates from in game to jump to.
@middleton3d4 жыл бұрын
awesome tutorial but I had issues doing this with a mixamo model/walking animation. when I created the simulation with the collection the body parts and clothes separate and act as individual particles. Please help? :)
@TheDuckCow4 жыл бұрын
I think I understand, the issue is that it chooses one mesh at a time. The easiest thing would be for you to join all body parts together for a given character. The next best thing you could do is create a collection of just instances of the character (as opposed to the character itself with the armature), and put that into a collection used as an input. Main point is: you want 1 object in the source collection to be an entire character.
@middleton3d4 жыл бұрын
@@TheDuckCow Thank you! Will try those out. To clarify, would I join the parts together by parenting them? I'm new to blender. And I'm guessing if I made a collection of instances of the characters, that would help performance in blender?
@middleton3d4 жыл бұрын
@@TheDuckCow I tried both methods and the joining the parts seems to work. I couldn't figure out how to get a collection of instances to work though. Also my new issue is that my characters are laying down and not facing the direction they should be walking.
@TheDuckCow4 жыл бұрын
@@middleton3d Could be that there isn't a real way to get collection instances to work, tbh I haven't tried it in 2.8+ but I know it sort of workt (though was hacky and had some side effects) in 2.7. For your character issue, try playing around with the different rotation / phase offsets under particle settings. E.g. try even z-up, or as a last resort just rotate your characters in edit mode (a pain if you have armature modifiers though).
@middleton3d4 жыл бұрын
@@TheDuckCow Maybe, hopefully they will update that soon because then it would be a much more powerful tool. Thanks again for the tips!
@ZUnknownFox4 жыл бұрын
would this technique work with characters that do have armatures and are rigged?
@TheDuckCow4 жыл бұрын
Not really, or at least not without some clever hacking. The way you could get that to work is if your armature controlled rig at least had all the meshes combined into one object per rig, and then put al those objects (the objects, not the armatures controlling those objects) into a single collection. Even then it might not work quite as you hope, but that’s a start. If looking for something more advanced, I’d look into the CrowdMaster addon
@ZUnknownFox4 жыл бұрын
@@TheDuckCow Ok good to know.
@ethanreed26725 жыл бұрын
I've noticed that the world isn't set apart into different materials how do I fix this? (Sorry for the amount of comments that I've been posting, I'm just here because I need help!)
@TheDuckCow5 жыл бұрын
Sorry I missed this one! If you didn't figure it out, you go into edit mode on the mesh, press p, and then separate by materials.
@alixjanemaestrado47535 жыл бұрын
How to separate parts of the maps ? In 2.79 i just click the leavs and automaic highligts and I can edit or hide it. Anyone?
@TheDuckCow5 жыл бұрын
The Blender 2.8 Obj importer appears to join all meshes together, as you say. Easiest thing to do is go into edit mode, press p, and then select separate by material - then exit edit mode and you should have each block type as a separate material as before.
@hd_entertainment03275 жыл бұрын
Hi, great video, but I seem to be having some problems with the skin, whenever I try to swap a skin it won't show the eyes, mouth, or nose, it will just show a blank face, why is this happening? plz help
@TheDuckCow5 жыл бұрын
Are there eyes and mouths in the texture of the skin itself? A few of the out of the box ones that come with MCprep specifically have the eyes and mouth removed, which are better for rigs that have geometry-based faces.
@hd_entertainment03275 жыл бұрын
@@TheDuckCow ohh so that's the problem, I was switching it to the ones that came with mcprep, but one more thing, and this is about moving actual characters, can you make a video on how to animate individual characters? I feel like there are some things in the character rigs in mcprep that are different from the others I've seen, thanks!
@TheDuckCow5 жыл бұрын
@@hd_entertainment0327 These should be pretty standard to most rigs, and in fact many of the rigs come from other packs commonly used like BoxScape studio. That being said, I did create at least this video on the built in steve/generic player rig: kzbin.info/www/bejne/opjVmHhvir2EgM0
@wilhelm9925 жыл бұрын
more tuts yes!!!!!!
@excellenceinanimation9605 жыл бұрын
Could this be used in a attack on a casels?
@TheDuckCow5 жыл бұрын
Matt 476 yes, with some effort. You can’t make intricate actions or logic (like everyone is either in a running phase, or in a “killed” state etc). But I definitely know people who have made it work, at least for the majority of shots. Then you fill in custom animation for the foreground where relevant.
@excellenceinanimation9605 жыл бұрын
TheDuckCow would you be able to work on a project. If so can you contact me on discord? My ign is Matt476# 1269.
@suzeal5 жыл бұрын
cool
@riccardofissore79964 жыл бұрын
What if I'd like the characters to fall off a plane?
@ZUnknownFox4 жыл бұрын
then don't add collisions or make the collision plane smaller.
@elestirenbukalemun65845 жыл бұрын
who are you duckcow ad boxscape studios?
@TheDuckCow5 жыл бұрын
I (Patrick aka TheDuckCow) am just some rando person who makes animations and blender addons. Boxscape is a completely different but cool group of animators and asset creators for Minecraft, who have contributed some resources for me to use in releasing MCprep.
@elestirenbukalemun65845 жыл бұрын
@@TheDuckCow I want to make rigs maybe ı can make rigs for you and maybe to boxscape studio
@YuvrajxLodhi4 жыл бұрын
How to add mobile in it.
@happyjay81414 жыл бұрын
It's not for Mobile it's for PC only
@YuvrajxLodhi4 жыл бұрын
@@happyjay8141 I mean mobile prop for player in animation