This page provides information about animated people in Chaos Anima.
Path Tools
One of Anima’s greatest strengths is the ability to place animated people in any 3D environment very quickly and easily, and that’s largely thanks to the Path tools.
The Path provides an easy-to-use and intuitive method to add moving actors to your 3D scenes. It works by defining a series of path points that the actors will follow, using advanced collision and avoidance simulation algorithms to create believable interactions. It gives you exceptional control to get the exact distribution of characters you need for your scene. Each actor can also be adjusted individually to fine-tune the distribution and help you get a perfect result.
We recommend to check the sample demo scenes from the Welcome Screen to see examples of the features discussed in this section.
There are 2 different types of Path tools.
Crowd Path – Creates a walkway powered by our new neural network animation engine for Rigged actors. A large number of people can be easily generated on them in a procedural way. Meant to be used at mid-long distances from the camera.
4D Path – Creates a walkway that can be used by our new 4D walking actors. Each actor must be individually placed in it. Meant to be used at short-mid distances from the camera.
Both can be accessed directly from the left toolbar of the 3D viewport.
Choosing the Right Path Type
Each type of path is meant to be used by a different type of actor (Rigged – 4D walking) to create a different density of people (low – high) for a different type of camera shot (short – long). So, depending on your needs, you should decide if you need to use one or the other before you start drawing it because both types of paths are fundamentally incompatible with each other and it is not possible to convert them after they are created.
We recommend using 4D Paths to create actors that will be seen from a short-mid distance from the camera to take advantage of the amazing realism that the new 4D Digital Humans have made possible. The downside of using them is that they take a lot more resources than the Rigged actors. That is the reason why we force the user to place each one of them manually, to prevent potential problems that can be caused by a massive usage of them (poor real-time playback performance, high use of disk space and RAM, etc.).
Also, due to the technology behind the creation of the 4D models, their animation is fixed and cannot be modified. That means that it is technically impossible to combine these models with other crowd tools and make them stop to socialize or climbing stairs and escalators. Also, 4D paths are very sensitive to the slopes and steps of the terrain because it is just not possible to adapt them to none planar surfaces.
In short, the 4D Paths have one big advantage (state-of-the-art realism) but also the following significant functionality limitations compared to the Crowds Path.
- Placed individually vs Generated in large numbers
- Expensive Resources vs Highly optimized
- Only planar surfaces vs Perfect adaptation to slopes and steps
- Very little interaction vs Compatible with all the Crowd tools (socialization areas, stairs, escalators)
Common Features (Crowd & 4D)
Both tools have the most basic and intuitive workflows in common, like the creation and edition of the path points, segments, and the definition of their respective widths.
Let’s see in more detail the process behind those basic workflow procedures.
Create a New Path
Choose the Path Tool you need from the toolbar:
or .Click in the 3d viewport to define the starting point of the path.
Keep clicking to add additional points. Note that corners are curved automatically and will snap in 45-degree increments (this can be disabled in the Display Properties).
Right-click to finish drawing.
Extend or Refine an Existing Path
To add additional path segments to the start, end, or in-between points of an existing path:
Using the Select tool , click on an existing path by clicking it in the 3d viewport or selecting it from the Project Properties panel.
Click or select any Path Point at the start, end, or interior of the path.
Select the Path Tool again .
Click in the 3d viewport to add new Path Points.
Right-click to finish drawing.
Adjust the Width of a Path
To adjust the width of the entire walkway, either:
Without anything selected, move the mouse pointer over the light blue edge of a path until the cursor changes to resize mode and the border is highlighted in yellow.
Click and drag to adjust the width of the path.
As an alternative, select the path in the 3d viewport or from the Project Properties panel.
Go to the Node Properties panel and, in the Path Properties section, enter a new Width of all path points value or drag the slider bar.
To adjust the width of individual path points to create a path with varying widths, either:
Select the path in the 3d viewport or from the Project Properties panel. With the path selected, move the mouse pointer over the light blue edge of a path section that you want to modify, until the cursor changes to resize mode and the border and segment are highlighted.
Click and drag to adjust the width of the path at the selected path point. Each segment can be adjusted individually to create paths of nearly any shape.
Or to edit the width of Path Point from the Node Properties panel:
Select the walkway in the 3d viewport or from the Project Properties panel.
Click the path point you wish to resize.
Go to the Node Properties panel and, in the Path Properties section, select the path point that you want to modify and enter a new Width value or drag the slider bar.
Path Loops (Closed Paths)
When creating a path, after a few points are made, if you click on the initial point of the path and it will automatically become a loop (closed path).
As you can see in that video, it is also possible to open or close a path after it is created with a right-mouse click over a path while having it selected:
Or by dragging one extreme of the path over the other extreme.
Another alternative is using the Path loop mode parameter of the Path Properties panel.
UI Path Properties Reference
4D Path Properties
To access the 4D Path properties, select it in the 3d viewport and open the Node Properties panel.
Path Loop mode – Controls whether the walkway should have open edges or a closed shape making a loop.
Path direction mode – Defines the direction that the actors travel on the walkway.
Stair direction rules – Controls the side-direction rules for actors climbing stairs
Width of all path points – Defines the width of all the path points of the selected path.
Body radius – Defines the minimum distance the actors will be from each other during the simulation.
Collision response – Defines how quickly an actor will be pushed when it enters another actor’s body radius.
Yield factor – Defines how much the actors will slow down when colliding with other actors.
Transform – Position, and rotation in the world space of the path.
Crowd Path Properties
To access the Crowd Path properties, select it in the 3d viewport and open the Node Properties panel.
Generate actors – Click Generate or update actors using the current distribution settings. If characters have already been generated, clicking this button again will create a new random distribution.
Delete actors – Click this button to delete all the automatically generated actors, the ones with an (A) above them. The manually positioned actors (M) will be kept.
Convert to Manual – This button will convert all the models autogenerated (A) into manual mode (M).
Keep positions and Rotations – When this is set to No, clicking Generate will create a completely new distribution. When set to Yes the Position and Rotation of current actors will be retained but motions, color variations, and phase control will be randomized.
Crowd Presets – Click the buttons to use the built-in crowd placement presets. Options include (from left to right): one group in single file formation, multiple small groups, evenly distributed actors, and one group in marching formation.
Crowd List – Contains a list of all the actors to be distributed on the path. Drag selected characters from the library panel and drop them into the list. If left empty, random models will be used.
Actor Count – The number of actors to create.
Socialization Random – Used when square areas and walkways intersect. This value determines the likelihood that an actor will leave the walkway and socialize with other characters in the square area. At 100% nearly all the characters move the square area, at 0% none of them do.
Animation Phase Random – Defines the range of motion clip phase offset that will be randomly applied to each actor.
Cross Distribution – Defines the position range in which characters can be placed on the lateral axis of the walkway.
Longitudinal Distribution – Defines the position range in which characters can be placed on the longitudinal axis of the walkway.
Spacing Random – Determines the distance that characters socializing in square areas will stand to one another. Larger values create a sparse distribution, low values create a dense distribution.
Side Path Tendency – When the walkway Path Direction Mode is set to Both, this parameter controls how many walks are on the sides. At 0% of characters walking in both directions use the full width of the walkway. At 100% forward and backward walking characters use half the walkway each. At 200% characters walk only along opposing outer edges of the walkway. Using negative values reverses the sides.
Speed Variance – Defines the range of random speed variation applied to characters.
Grouping percentage – Defines the tendency for characters to form into groups. The higher the percentage the higher the number of groups created with respect to the non-grouped actors. At 100%, all actors walk in groups.
Group size – The number of people in each group is controlled by the Groups size range. In the example above, the range was between 2 and 4 members.
Group shape – Controls the distribution shape of characters grouped together using the clustering feature. Negative values create distributions that stretch longitudinally, positive values create distributions that stretch laterally.
Group social distance – When using the clustering feature this range controls the randomized distance between characters in groups. Large values create groups that are dispersed and small values create groups that are tight-knit.
Path loop mode – Opens or closes the path.
Path Direction Mode – Defines the direction the characters travel on the walkway, options include Forward, Backward, or Both. The direction is represented by a blue preview arrow on the walkway so that you can easily see which way the characters will travel.
Stair Direction Rules – Controls the side-path rules for characters climbing stairs. Options are left down/right up, light down/left up, or no stair rules.
Width of all Path Points – Defines the width of all path points in the selected path.
Body radius – Defines the minimum distance the actors will be from each other during the simulation.
Collision response – Defines how quickly an actor will be pushed when it enters another actor’s body radius.
Yield factor – Defines how much the actors will slow down when colliding with other actors.
Position – Position of the pivot of the path in world space coords.
Rotation – Rotation of the pivot of the path in world space coords.
Path Point Properties
To access a Path Point’s properties, first, select a walkway in the 3d viewport and then click a path point and open the Properties panel.
Width – The width of the walkway at the selected Path Point.
Position – Position of the pivot of the path point in world space coords.