Tube: Crowd Simulation and Auto-walking for Blender

“I’ve always struggled to set up Blender’s boids sim exactly how I needed it for ground based creatures (trying hard not to give anything away about the film here!), especially in the case of collision critical simulations when its important that two bodies don’t get tangled up together.  Coupled with this I know that for Tube we will need more direct control over the ‘boids’ and being able to explicitly direct them and override the ‘boid brain’ is a must.  On top of that we need more than just fly, walk and sleep actions.  It seemed that rather than trying to strap something on the back of Blender’s built in boids, it might be easier to code something more specific (and more limited in scope) for a few scenes we have to animate, so I started out on a now heavily WIP crowd sim.”

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