Walkers iCrowd System - User Documentation
Overview
The Walkers System is a specialized crowd simulation tool designed for controlled pedestrian movement along predefined paths. This system creates organized lane-based traffic flow with configurable agent behavior and path following.
Distribution
Viewer
- Render: Standard visualization mode for agent display
Terrain Configuration
- Collection: Terrain setup consistent with other systems in the suite
Distribution Setup
Path Definition
- Distribution Object: Input a collection of curves that define walking paths
- Walkers Curve: Curves act as the central guide for lane generation
- Edit: Modify curve properties and placement
Density Control
- Density: 1.000 - Controls the number of people distributed across lanes
- Randomness: 1.000 - Randomizes walker distribution along the lanes
- Seed: 0 - Randomization seed for consistent patterns
Collision Avoidance
- Personal Space: Individual buffer zone for each agent
- Min: 0.000 - Minimum personal space distance
- Max: 1.000 - Maximum personal space distance
- Seed: 0 - Randomization seed for personal space variation
Note: Personal space system activates when System Type is set to Physics (not Animation)
Settings
Agent Lifecycle
- Loop Type: Controls agent behavior at path endpoints
- Respawn: Agents reappear at the start when reaching the end
- Delete: Agents are removed from simulation when reaching the end
System Configuration
- System Type:
- Animation: Uses animated movement (default)
- Physics: Enables physical interactions and collision avoidance
Lane Management
Lane Generation
- Count: 4 - Number of lane instances generated left and right of input curves
- Direction: 0.632 - Controls lane direction variation
- Values > 0.5 create opposing traffic flows
- Some agents move forward, others move in reverse direction
Movement Variation
- Noise: Adds natural variation to agent movement
- Power: 1.000 - Strength of noise influence
- Offset: 0.000 - Base offset for noise pattern
- Scale: 0.100 - Size of noise pattern effect
Speed Control
- Speed: 1.000 - Controls the movement speed of all agents
Agents Configuration
Agent Collections
- Single Collection Input: Unlike other systems, accepts only one collection type
- Animated Walking Meshes: Collection must contain pre-animated walking animation meshes
- No Gender Separation: All agents use the same animation collection
Simplified Agent Management
- No individual agent customization (clothes, actions)
- No probability settings for different agent types
- Focus on uniform crowd behavior rather than individual variation
Workflow
- Path Creation:
- Create and position guide curves for desired walking paths
-
Organize curves into a collection for system input
-
Distribution Setup:
- Set lane count for path width
- Adjust density for crowd size
-
Configure personal space for collision avoidance
-
Behavior Configuration:
- Choose loop type (respawn or delete)
- Set system type (animation or physics)
-
Adjust direction for traffic flow patterns
-
Movement Tuning:
- Set base movement speed
- Add noise for natural movement variation
- Fine-tune lane directions for realistic traffic patterns
Key Features
- Lane-Based System: Automatically generates multiple lanes from single curves
- Bidirectional Traffic: Direction parameter creates natural opposing flows
- Consistent Animation: All agents use the same walking animation collection
- Controlled Density: Precise control over agent distribution along paths
- Collision Awareness: Personal space system prevents agent overlap
Use Cases
- Sidewalk and pedestrian walkway simulations
- Museum or exhibition visitor flow
- Emergency egress and crowd movement studies
- Architectural planning for public spaces
- Traffic flow analysis for urban planning
This Walkers System provides a streamlined approach for creating organized pedestrian movement patterns with minimal setup complexity, ideal for architectural visualization and urban planning applications where controlled crowd flow is essential.