3ds Max and Revit Interoperability - Part 18 - Animating Pedestrians

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Industry
  • Design Visualization
Subject
  • 2015
  • Interoperability
Products
  • 3ds Max
Skill Level
  • Intermediate
Duration
11 min

3ds Max and Revit Interoperability - Part 18 - Animating Pedestrians

In this tutorial, You add the final touch to your museum scene by placing and animating pedestrians using the Populate Tool.


Notes

  • Recorded in: 3ds Max 2015
  • This tutorial is intended for use with 3ds Max version 2015 or higher.

Transcript

00:00:06 --> 00:00:12
Continue working on your file from the last movie or use the provided file named Museum_populate.max

00:00:13 --> 00:00:19
As a final touch and before you attempt rendering, you will place and animate various pedestrians using the Populate tool.

00:00:20 --> 00:00:26
Populate has already been covered in other tutorials on this channel, so it may already feel familiar to you.

00:00:26 --> 00:00:34
Maximize the camera view (you can use Alt+W for that) and in fact, press P to turn the view into a Free Perspective.

00:00:34 --> 00:00:39
This will make it easier to orbit around. You can go back to the camera view for rendering later.

00:00:40 --> 00:00:46
Before you start working with Populate, you can make the viewport easier to navigate by hiding objects you don't need.

00:00:47 --> 00:00:52
Hiding the surrounding buildings and animated cars will make it easier to see around the museum plaza.

00:00:52 --> 00:01:01
In the Scene Explorer, type the name: "baked" and press Enter. All surrounding building names start with that prefix.

00:01:02 --> 00:01:06
With these objects selected, right-click and choose Hide Selected.

00:01:07 --> 00:01:11
Do the same for all objects starting with the prefix "VHC".

00:01:22 --> 00:01:27
You can even hide all trees by hiding all Foliage objects.

00:01:28 --> 00:01:34
That'll work; you're ready to use Populate. Expand the ribbon and choose the Populate tab.

00:01:35 --> 00:01:40
Globally, there are two methods: walking pedestrians and idle pedestrians.

00:01:40 --> 00:01:48
There are also some variations to each, especially starting with 3ds Max 2015, such as running and sitting options.

00:01:49 --> 00:01:57
Moving pedestrians (walking and running) are created by first placing a flow, a sort of corridor where they will be moving.

00:01:58 --> 00:02:02
When you click on Create Flow and you hover over a surface, a circular brush appears.

00:02:03 --> 00:02:10
The size of the brush determines the number of pedestrians lanes. Bring the size down to about 15 for this example.

00:02:10 --> 00:02:17
Also keep in mind that Populate works in AutoGrid mode, so it's important to place the cursor on the appropriate surface.

00:02:18 --> 00:02:25
Go ahead and click about six times to create a flow outside the plaza area.

00:02:30 --> 00:02:33
Let's do a couple more flows inside the plaza area.

00:02:34 --> 00:02:38
Reduce the flow size to 10 and create a straight flow along the building.

00:02:39 --> 00:02:46
There are some restrictions to flows, for example, you cannot yet have pedestrians walking up and down staircases or steps.

00:02:46 --> 00:02:49
However, you can create ramps.

00:02:49 --> 00:02:53
Create a flow with a turn towards the existing concrete ramp.

00:02:54 --> 00:02:57
At this point, the whole flow is on the same Z-level.

00:02:57 --> 00:03:01
To add a slope, zoom in on the area of interest,

00:03:02 --> 00:03:05
and go into Edit Flow mode.

00:03:07 --> 00:03:13
Select the flow where you want to introduce a ramp and click in the middle of that segment.

00:03:14 --> 00:03:17
With the segment selected, click the Create Ramp button.

00:03:18 --> 00:03:24
You might find it helpful to work in wireframe mode, so keep a finger close to the F3 button toggle.

00:03:26 --> 00:03:29
Two extra divisions appear on that segment.

00:03:29 --> 00:03:34
Now select the segment to the right, the one supposed to higher,

00:03:35 --> 00:03:40
and set its Z-height to 6", which is the level of the sidewalk.

00:03:45 --> 00:03:53
Now adjust the segments for the ramp's beginning and end points. You may want to revert back to a shaded view for that.

00:04:01 --> 00:04:07
Flow intersections can sometimes offer a change in flow direction, but it can be touchy to get just right.

00:04:07 --> 00:04:11
It has to do with segment lengths and angles.

00:04:12 --> 00:04:16
You'd need to edit how the flows are intersecting,

00:04:20 --> 00:04:23
until you see arrows appear.

00:04:33 --> 00:04:40
Ultimately, each flow can be adjusted for Density, motion speed and gender, among other parameters.

00:04:41 --> 00:04:48
Idle areas are a lot easier to deal with. Most often, you use rectangular or circular areas.

00:04:48 --> 00:04:54
Press Ctrl+D to deselect all objects. This seems to reset Autogrid when working with the Populate tool.

00:04:55 --> 00:04:58
Use the circular idle area option,

00:05:00 --> 00:05:03
and place a few pedestrians where you need them.

00:05:14 --> 00:05:16
Press Ctrl+D again,

00:05:18 --> 00:05:23
and then use the rectangular idle area to place a few people on the museum terrace.

00:05:27 --> 00:05:30
Adjust by using move and rotate as you see fit.

00:05:41 --> 00:05:46
So far, you've only placed flows but you haven't run any simulations yet.

00:05:46 --> 00:05:54
By default, the Populate simulations run for 300 frames but your current animation goes to 600.

00:05:55 --> 00:05:59
Set the Populate simulation to 600 frames and click the Simulate button.

00:06:00 --> 00:06:04
Animated 3D characters appear once the simulation is calculated.

00:06:05 --> 00:06:08
Scrub the animation to see people moving.

00:06:13 --> 00:06:18
However, go to frame 600 and notice that walking people disappear from view.

00:06:19 --> 00:06:25
That's because your current animation is in fact 601 frames ranging from 0 to 600.

00:06:25 --> 00:06:30
Change the simulation number of frames to 601 and try again.

00:06:34 --> 00:06:37
This time, it works better.

00:06:42 --> 00:06:47
If you feel like experimenting with the parameters of the individual flows, go right ahead,

00:06:52 --> 00:06:54
and run the simulation again.

00:07:10 --> 00:07:14
When you are happy with the results, there is one last option you may want to consider:

00:07:14 --> 00:07:17
Zoom in on the end (or beginning) of a walking flow.

00:07:18 --> 00:07:23
Scrub the animation and notice how some people are popping in and out of the scene.

00:07:24 --> 00:07:28
This can be quite disconcerting in an animation, if the characters are directly in the shot.

00:07:28 --> 00:07:34
The easiest way to get rid of that problem is to select the offending pedestrians,

00:07:35 --> 00:07:39
And simply delete them from the flow and from the scene.

00:07:39 --> 00:07:44
Repeat for every animated pedestrian that may have the same behavior.

00:08:01 --> 00:08:05
You're almost ready to render the scene but one last check remains to be done:

00:08:06 --> 00:08:10
There are some hidden components that might come in conflict with the pedestrians paths.

00:08:11 --> 00:08:14
Right-click and choose Unhide by Name.

00:08:15 --> 00:08:20
Type in "UDC" to select all objects starting with that prefix and unhide them.

00:08:21 --> 00:08:24
Move or delete problematic objects.

00:08:34 --> 00:08:38
When you're done, hide the UDC components again,

00:08:43 --> 00:08:46
and in fact, bring back the cars and the buildings to view.

00:09:04 --> 00:09:07
Switch the viewport to view the camera you want to render.

00:09:16 --> 00:09:20
Don't forget the trees, although they'd still render even if hidden from view.

00:09:31 --> 00:09:40
When you're ready, use the Render dialog to specify a Time Output, a folder and a Render Output file.

00:09:40 --> 00:09:49
3ds Max doesn't let you to render to an .mp4 format but you can render to .avi and convert it using third-party software.

00:09:49 --> 00:09:53
You can also view the rendered files that are part of the downloadable assets.

00:09:54 --> 00:09:59
In this tutorial, you learned a great many things about Revit to 3ds Max Interoperability:

00:10:00 --> 00:10:05
You learned to do prep work in Revit so that your work in 3ds Max is minimized at import time.

00:10:06 --> 00:10:11
You learned to import and link the file to 3ds Max using FBX workflow.

00:10:11 --> 00:10:17
You learned to create your own Import and Link presets so that you filter the information in a way that works for you.

00:10:18 --> 00:10:23
You learned to import and link a file separately, or into an existing 3ds Max scene.

00:10:24 --> 00:10:29
You learned to place and adjust the Revit model and fine-tune any adjustments directly in 3ds Max.

00:10:30 --> 00:10:36
Finally, you learned to bring the scene to life by animating cars, cameras and people to embellish your Revit model.

00:10:37 --> 00:10:41
We hope you have enjoyed this series and hope to talk to you again very soon.

00:10:42 --> 00:10:44
This is Amer Yassine, signing off.
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  • 3ds Max
  • 2015
  • Interoperability
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