copyright 2007 Fathom Studios

www.delgo.com

Wrote custom mel scripts for crowd shots. Also did some lighting, rendering and compositing. Maya and Shake used

Crowd Simulation [mel]
Particle based crowd simulation scripts developed. In this demo there are two particle teams created. When the engage command given each particle picks a closeby enemy unit in his attacking distance and moves towards him. Each particle has its own strength and energy attributes. When they start fighting, simulation decides which one is going to win by comparing these attributes and sets up Trax clips accordingly. Each attack clip has a corresponding defence clip. When the last moves played, one of the units dies and the other particle keeps up figting with others with his remaining attributes

Crowd Renderer [mel]
Rendering system developed for crowd simulation scenes
Scenes basicly consists of particles, cameras and lights/rendering nodes, but no mesh or animation. A pre render mel script depth sorts each particle, and starting from the furtest away particle from the camera, it reads a custom data file, imports the correspoing character rig from server, sets up needed trax clips and renders that individual particle. For the next particle, it repeats the same process and than combines the rendered images running Shake in batch mode. It also builds up a Z-depth image using a similiar method. For shadows, it brings up more characters in the given shadow calculation radius, as proxy low detail meshes, and make them only cast shadow on the rendered particle character. So for each frame of animation, it kicks multiple render/compositing jobs during that frames render