Continuing to experiment with Houdini Crowds, I wanted to push my technical knowledge a bit to see the real and effective problems. To add some difficulty I have defined a locomotion and terrain adaptation behavior. In the following simulation I imported a Mixamo character going not only to vary mirrored animations, but to add props with the new Agent Layers workflow. Specifically, I created and added different types of weapons, which you can see alternate from right and left hands based on the type of animation. I hope it is to your liking.
Golaem Unreal demo
Creating dust and smoke effects realtime Hi there to continue the Steam walkers crowds sim I decided to share my workflow and improvements using the Golaem simulation inside Unreal. After setting-up the environment and installation Read more…