Stadium iCrowd System - User Documentation
Overview
The Stadium System creates organized, static crowds for structured environments like stadiums, theaters, and auditoriums.
Distribution Tab
Distribution Types
1. On Face
- Requires: A face with UV mapping (recmmend adding a plane and miving it around)
 - Function: Distributes agents across a surface
 - Controls:
 - Count X: Number of agents horizontally
 - Count Y: Number of agents vertically
 - Best for: Large seating areas and bleachers
 
2. On Instance
- Function: Places one agent on each instanced object
 - Example: Geometry nodes stadium with instanced chairs
 - Use case: Pre-arranged seating layouts
 
3. On Collection Objects
- Function: Places agents on each object in a collection
 - Input: Collection of seats or chairs
 - Use case: Organized seating sections
 
4. On Vertex
- Function: Places agents on mesh vertices
 - Setup: Subdivide face to create vertex points
 - Use case: Precise positioning control
 
Distribution Controls
Fill Settings
- Factor: 1.000 - Controls fill density (0.000 to 1.000)
 - Seed: 0 - Randomization seed for fill pattern
 
Weight Paint
- Brush Tool: Paint custom density patterns
 - Vertex Group Mask: Use vertex weights for density control
 - Application: Create uneven crowd distribution
 
Translation
- Mode: Local or Global transform space
 - X, Y, Z: 0m - Fine-tune agent positioning
 - Use: Adjust agent placement offsets
 
Settings Tab
Orientation & Scale
Default Behavior
- Rotation: Agents face -Y direction by default
 - Adjustment: Modify X, Y, Z rotation angles (default: 0°)
 - Scale: Control agent size (X:1.000, Y:1.000, Z:1.000)
 
Rotation Types
- Default
 - Fixed rotation as specified
 - 
Consistent facing direction
 - 
Randomize
 - Random rotation per agent
 - Control: Adjust randomization range
 - 
Use: Natural-looking varied crowd
 - 
At Object
 - All agents face toward target object
 - Optional: Add randomization to object-facing
 - Use: Audience facing stage/screen
 
Agent Configuration
Input Collections
- Animated Agents: Collections with idle animations
 - Multiple Collections: Support for varied agent types
 
Probability Control
- Method 1: Slider-based probability per collection
 - Method 2: Attribute-based assignment
 - Face Attributes: Control by UV face data
 - Instance Attributes: Control by instance properties
 - Example: Different agent types for different seating sections
 
Customization
- Custom Collections: Import additional agent types
 - Clothing Changes: Modify agent appearances
 - Collection Probability: Balance appearance rates
 
Typical Workflow
- Setup Distribution
 - Choose distribution type based on seating layout
 - Set fill factor for crowd density
 - 
Use weight paint for selective density
 - 
Configure Orientation
 - Set default rotation or choose random/object-facing
 - 
Adjust scale if needed
 - 
Assign Agents
 - Select agent collections
 - Set probabilities via slider or attributes
 - 
Add custom agents if required
 - 
Fine-tune
 - Adjust translations for precise positioning
 - Tune rotation randomization
 - Balance collection probabilities
 
Best Practices
- Use On Collection Objects for pre-built stadium seats
 - Use On Face with weight paint for organic crowd patterns
 - Combine At Object rotation with slight randomization for natural audiences
 - Use face/instance attributes for section-based crowd variety
 - Start with lower fill factors and increase as needed
 
Use Cases
- Sports stadium crowds
 - Theater and cinema audiences
 - Conference and event seating
 - Concert venues
 - Graduation ceremonies