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by cod2war on 13 June 2016 - 813 views - 0 comments
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fxphd course Introduction to Golaem Crowd

fxphd course Introduction to Golaem Crowd
fxphd course Introduction to Golaem Crowd

After an overview of the software to give a sense of how the various tools work together, well go through each element of Golaem Crowd in the order theyd be used to build a shot, from integrating custom Maya assets to crowd distribution, behaviors, simulation and rendering. While the course is pegged as introductory, it will quickly progress to cover more difficult subjects and more intermediate-level techniques.
Gareth Stevenson has been working as a 3D Generalist in London since switching over from the Videogame Industry, where he was at Microsoft. Hes worked on film projects including Hugo, Hunger Games and Star Trek: Into Darkness and TV series including Game of Thrones season 2 and 3. Most recently hes been working with Golaem Crowd at Union Visual Effects in London, where hes taken care of all 3D crowds on Davincis Demons Season 2, Stephen Frears Lance Armstrong Biopic and Suffragette.
Class 1: Overview and First Crowd Setup. Well touch on each of the main tools as we go through the process of setting up a basic spectator crowd, from an empty scene to render. Youll get a feel for the overall crowd workflow and an understanding of how the different parts of Golaem work together.
Class 2: Character Maker Skeleton Definition and Motion Conversion. We begin the conversion of Maya assets to custom Golaem Crowd formats by translating our Maya character skeleton into a Golaem Character Definition. Well look at some of the animation editing tools, output a Golaem animation file and learn how to translate animation from one skeleton to another. Finally well take a look at a custom character set up for a crowd, a hybrid cyclist/bike skeleton.
Class 3: Character Definition and Asset Management. Continuing to set up our Maya assets, this week well look at how we use character geometry and materials in the crowd. Well set up a custom character, learning how to switch between multiple pieces of geometry and materials on a single character type and some tricks we can use to create additional visual diversity.
Class 4: Entity Distribution/Placement. Now we have our crowd assets we can start to place them in an environment. Well look at various techniques that allow us to do this, from the standard population tool to the paint tool and generating particles from an image.
Class 5: Behavior Editor Tools + Motion and Geometry Behaviors. In this class well start to examine ways we can create behaviors for our crowd entities. Well learn about the nodes we can use to build behavior trees such as logic operators, containers and stop/start triggers. Well then take a look at the geometry behavior, demonstrating how to use a cached nCloth sim with our crowd.
Class 6: Behavior Editor Character Locomotion. The locomotion behavior enables us to have walking crowd characters that use ground adaptation and dynamically switch animations. Well set up a walking crowd and spend some time with related elements including navmesh creation, obstacles, goto and navigation behaviors.
Class 7: Behavior Editor Additional Behaviors. Well go through some additional behaviors and settings that can be used with our crowd characters, such as constraint, formation and look at behaviors. Well also take a look at the flocking behavior that can be used for groups of birds and other flying creatures.
Class 8: Simulation and Rendering. Taking a break from the behavior editor, well go through the process of simulating and rendering our crowd. Well look at ways we can manipulate our sim to improve our final result and various settings that may be useful.
Class 9: Behavior Editor Physics. Back into the Behavior Editor one last time to show how we can integrate ragdoll physics and forces with our crowd characters. Well set up a scene with guys falling over obstacles, falling over each other, rolling down a slope and getting thrown onto the ground by an explosion. Well see various techniques we can use to achieve effects like these and how to deal with the issues that arise.
Class 10: Production Tips and Tricks. Well look at some useful techniques across several areas of Golaem, including ways to iterate more quickly on your simulation, making global changes to all crowd fields, how to create greater visual diversity from just one texture, quickly editing animation files and how to set up avoidance for non-crowd animated elements in your scene



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