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Introducing CrowdMaster v1.1.0


John Roper presents a new exciting Blender add-on for generating and simluating crowds.

The CrowdMaster development team is proud to present CrowdMaster v1.1.0, the only complete workflow for crowd simulation in Blender.

Its main features include:

  • A fully node-based interface
  • Procedural agent animation and generation tools
  • Helper utilities for many common tasks

Please note that you'll need Blender 2.78 to use CrowdMaster.

About the Author

John Roper

I have been working part-time with computer development in entertainment for 4 years. Currently I work for Theory Studios as a workflow technical director on productions such as Amazon's Man In the High Castle Season 2 (Nominated for an Emmy), Philip K. Dick's Electric Dreams, and Sesame Street in addition to freelancing for clients such as the Cycles Material Vault and Blackheart Media. My software experience includes Blender, Maya, Houdini, After Effects, Photoshop, Illustrator, Premiere Pro, and the Allegorithmic Substance Tools. I have also worked with PyQt, Flask, SQL (MySQL, SQLite), Electron, AngularJS, and SocketIO among other technologies.


  1. Hmm I wonder if you could use this with a lot of particles and volumetric rendering to do a Harry Potter style apparition effect.

  2. Just started experimenting with it and it seems very promising. This is something that I have been hoping Blender would have for a while. Thank you.

  3. Is it possible to control animations based on certain events? For example if we do a battle that would mean having each actor with an animated mesh (idle > walk > run) and then when an actor gets closer to an enemy we change the animation to fight and we count how many hits and if one dies then we play another animation (dying > dead).

    Is something like this possible with this method? Cause in the video doesn't seems like it's the case and I cannot imagine a crowd simulator without a system to trigger different animations based on events.

    • The is currently a global events system (ie, event is triggered at set frames and/or in set areas). Synchronising animations precisely enough to look good for combat animations is still in the works. It may be possible to hack together something which does rough fighting with the current tools but it would probably be slow and complicated. If you have any ideas for specifics of good ways this could work we'd love to hear from you.

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