Ticonderoga
02-12-2003, 06:08 PM
http://www.ticoneva.com/my_works/Crowd_Fight2b.avi
Two companies of soldier, Oranges and Blacks, are order rush towards each other and fight.
Realistic or not is second to the functionality of the controlling program at the moment.
Problems:
1. The running looks weir. This is becauste it is just a 2x speed walking motion; it would be better if I have a real running motion.
2. The scene looks weir when the two companies of soldiers collide. This is because they stop too quickly. In movies sometimes this is not a problem (e.g. in LOTR they have changed to close-up shots). Here I think the Blacks behaved better, the reason for their difference in behavior will be explained below.
3. As you may have notice, the two companies of soldiers behave different after the collision. The Oranges just stand still and wait for space to move forward, while the Blacks twist and turn to get every possible space. Their difference in behavior is controlled by a indifference factor; Oranges has a factor of 0.4 while Blacks has one of 0.93. A value between the two may produce a more realistic reaction.
4. Any suggestions?
Functionality of the control program:
1. Currently movement of units are calculated by an external program; the results are translated to MAXscript. I loaded the script into an array and used execute() to run them. The actualy simulation is fast enough, but the speed of processing in 3ds is quite slow (~a night). Is there any faster way?
Thanks alot!
P.S. : Here is the same two companies of soldier controlled by an older version of the controlling program. It shows a somewhat more diverse, but problematic, movements (e.g. units freeze).
http://www.ticoneva.com/my_works/Crowd_Fight_24.avi
Two companies of soldier, Oranges and Blacks, are order rush towards each other and fight.
Realistic or not is second to the functionality of the controlling program at the moment.
Problems:
1. The running looks weir. This is becauste it is just a 2x speed walking motion; it would be better if I have a real running motion.
2. The scene looks weir when the two companies of soldiers collide. This is because they stop too quickly. In movies sometimes this is not a problem (e.g. in LOTR they have changed to close-up shots). Here I think the Blacks behaved better, the reason for their difference in behavior will be explained below.
3. As you may have notice, the two companies of soldiers behave different after the collision. The Oranges just stand still and wait for space to move forward, while the Blacks twist and turn to get every possible space. Their difference in behavior is controlled by a indifference factor; Oranges has a factor of 0.4 while Blacks has one of 0.93. A value between the two may produce a more realistic reaction.
4. Any suggestions?
Functionality of the control program:
1. Currently movement of units are calculated by an external program; the results are translated to MAXscript. I loaded the script into an array and used execute() to run them. The actualy simulation is fast enough, but the speed of processing in 3ds is quite slow (~a night). Is there any faster way?
Thanks alot!
P.S. : Here is the same two companies of soldier controlled by an older version of the controlling program. It shows a somewhat more diverse, but problematic, movements (e.g. units freeze).
http://www.ticoneva.com/my_works/Crowd_Fight_24.avi
