Boids in 2D

Hello

Is there any way to make my boids walk on an uneven ground?

Up to 2.49 there was the 2D button, but now you can only let them walk an the z=0, not on a speific target. Or is there a way?

Thanks

What if you turn off Allow Flight and turn on Allow Land? Then set the Land Stick Force really high…? Just guessing.

Thanks but I already tried that.

I still doen’t see how I can tell the system what the ground plane is. Even as a goal it’s completely ignored.

Please keep posting

Try setting your ground plane to be a collider in the Physics panel. That worked for me.

hey, don’t mean to dig up an old thread, but i just realized this problem! “allow land” only calculates boid activity on the z=0 plane, but if you create any other ground plane and use it as a collider, the entire system reverts to standard newtonian physics and none of the boid rules are observed until boids are back on the z=0 plane.

i’d actually done a giant crowd sim over a ground mesh, and it seemed like i had to use an endless amount of force-fields to get the boids to behave how i wanted. now i realize i wasn’t actually using boids at all, and it was just newtonian particle forces.

can anyone confirm if this really is a limitation to boids in blender since the 2.5 transition?

You can land on other surfaces, but it really only works if your boids are spheres. You need to enable Allow Climbing Of Goal objects too. The best way I have found to create accurate meshes for use as boids is to create a generic 1 unit sphere then make my final particle mesh fit within that sphere. Then use the particle size control to resize your boids. The collision sphere size of 1.0 seems to be a fixed value in the system. So maximize your particle mesh size within that 1.0 unit for best visual collision results.

Attachments

266_biods_land_on_curved_surface.blend (490 KB)


Atom thank you very much!! “self effect” seemed to be the critical option to prevent the boids from becoming inert on a ground plane