Itoo Software Forum

Forest Pack => Forest Pro (*) => Topic started by: RG1597 on July 08, 2019, 03:17:49 PM

Title: Animated Crowd - 3D people + Forest Pack
Post by: RG1597 on July 08, 2019, 03:17:49 PM
I'm working on a custom crowd using 3D people generated with Adobe Fuse. This should work great for stills - I have each character animated over 30 frames walking on the spot, so can randomize the frame to offset their steps randomly and use forest materials to randomise textrues

What would be great would be to use these same people in an animated simulation, so I need to guide them at a constant velocity, preferably in groups, and have them avoid collisions with each other within a set area

Does anyone know if this would be possible with Forest Pack Pro? I'm thinking along the lines of tying it in to a particle system, but I'm not too clued up on using these. Any pointers appreciated!
Title: Re: Animated Crowd - 3D people + Forest Pack
Post by: Rokas on July 09, 2019, 09:55:16 AM
What You are after seems very specific. And this sounds like a job for specialized tool.
Probably You could form a particle system, but have You tried Axyz Anima  (
Title: Re: Animated Crowd - 3D people + Forest Pack
Post by: RG1597 on July 09, 2019, 12:23:06 PM
Yeah I've tried Anima, but I find the 3rd party software / interface for setting it up very clunky (why not just have an operable plugin for Max). My company is fairly new to visualisation, and whilst Anima probably works for some, if I can get FP to do what I need it works out as better value. The Forest Map lends itself to this task as I can mix up textures on the same assets, AFAIK Anima doesn't have that function.

Anyway, I've managed it to an extent, created the assets, their textures with Forest Map, and linked the FP object to the PFLow. I'm getting people walking through each other still, and thought the 'Keep Apart' node should avoid that, but I'm sure I'll get there eventually. Once I've fisured that out I just have to work out how to confine the particles to the confines of a specific mesh, and get them to avoid the edges a bit.

PFlow is a whole new world to me though, like all new things in Max it feels pretty un-intuitive at first.