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Hi. In this video, let me introduce the first aspect of the Miarmy crowd simulation.
The first aspect is the rigging part, and it's used to define the character and the
control systems itself.
So, firstly, in this example, we're going to use the Human IK. Also, you can use the
TSM, the Setup Machine, or the RocketBox library-- whatever you want.
Miarmy supports all of the bone chains and the rigging system.
So, firstly, let's open the visor here and import a new bone tree.
The gremlin.
The gremlin here is kind of--
firstly, you're going to see that there are bone chains, and these bones bind this geometry.
And this character has this texture around it.
In the later part, we'll introduce how to create these guys' crowd simulation in your
scene and to render this out.
OK, let's continue.
Here we're going use the control system from the Human IK, so in the Human IK tab here,
you have to use the Maya 2012 or above, the Characterization and Character Controls.
The first step, you actually need in the Characterization tool here to unlock this and select this guy
and change the scale down to 1.
The default is 9.25, and then, in the Character Controls here, you just build the-- oh, we
need to lock that down again-- and then in the Character Controls here, we add the control
rig onto it.
And we're going keyframe this character and create an action and add logic onto it later
on.
But before that, we need to save that out.
The agent type is "gremlin."
"rg" stands for the rig and the crowd.
So, see you later!