If your characters are made from a bunch of different objects theres a couple of ways of going about it. What would you used? instanced groups of the character? Can instances of groups have offset animation? I have never ever used any scripting, but I might try this. So what is the best way to get my linked - geometry characters into something that max can distribute without slowing down too you so much for the effort. And I think the characters are so simple it HAS to work with out of the box stuff. I don’t want to install anything on my rendernodes. Using 3rd party plugins is not an option. But once I go over 1000 it doesn’t play the animation or it starts using only one of the 8 characters. Once I do tests they all work fine with 10 - 100 characters. They are more like the minecraft characters so they all consist of a bunch of boxes that are linked to each other with helpers. I am not sure that its possible to use the point cache modifier with my characters though, since they are not a single mesh. I’ve done a few big crowd setups like this and it works pretty well! Each character has to be 1 part or you will get random timings between parts for i in $ do you select all the characters, adjust the offset range to what you want and evaluate. This one will offset the animation of point cached characters. That will place a randomly picked character and plonk him on a seat, until all the seats are filled Then select all your seats and run: for i in $ do So you select your characters and run: M圜haracters = $ as array You can pretty much just make sure your pivot on your seat is such that if you align a character to a seat using the align tool, they end up in the right place. Heres some script which will help you out:įor distribution you pretty much need some anchor to align the characters on seats, so that you can use its transform. particle flow is super duper slow with animated meshes. I would point cache the animations then probably distribute them via maxscript into position, then randomise the animation offset with maxscript.
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