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1006 Chapter 14: Character Studio
Tip:
Type-In Weights is useful mainly for correcting
flaws i n low- to medium-resolution meshes. On a
high-resolution mesh, adjusting envelopes should
be used to correct deformation.
Hide—Hides the selected vertices
Unhide Al l—Unhides all vertices.
Initial Sk eletal Pose—When on, puts the mesh into
its original pose; that is, the pose it was in when
Physique was first applied. Default=off.
Cro wd An im atio n
Using Crowd Animation
Working with Crowd Animation
The crowd-animation system in char acter studio
is designed to simulate the behavior of real-life
crowds. A crowd s imulation emulates real-life
situations by animating
delegates (p age 3–1022)
(helper objects that act as representatives). You
give the delegates overall guidelines on how to
behave, and the crowd simulation calculates their
motion.
You set these g uidelines by assigning
behav iors
(page 3–1009)
to delegates. A behavior specifies
a particular type of activity, such as moving
toward an object in the scene, avoiding obstacles,
following a path or surface, and so forth. You can
combine multiple behaviors to create a rich and
complex crowd simulation automatically. You
can then link objects to delegates to complete the
animation.
A crowd simulation can be used to animate
bipeds, or to drive the use of mesh animation on
objects linked to delegates. In addition, you can
use
cognitive controllers (page 3–1015)
to tell
delegates how to behave in varying circumstances.
These topics provide further explanation of the
principles of crowd animation:
Creating a Crowd System (page 2–1007)
Creating Crowd Helpers (page 2–1008)
Adjusting Delegate Parameters (page 2–1011)
Assigning Behaviors (page 2–1011)
Directing Delegates (page 2–1014)
Obstacle Avoidance (page 2–1016)
Changing Delegate Orientation and Speed (page
2–1019)
Solving the Simulation (page 2–1019)
Linking Objects to Delegates (page 2–1020)
Cognitive C ontrollers (page 2–1021)
Biped Crowds (page 2–1023)
Non-Biped Crowds (page 2–1030)