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1008 Chapter 14: Character Studio
5. Create 3ds Max objects to be used with
behaviors, such as grids or objects to seek
or a void. These objects often correspond to
objects in your scene. F or example, y ou could
createagridinanopendoorwaytoattract
delegates, or a b ox at an obstacle to repel
delegates.
6. Add one or more
behaviors (page 2–1011)
.
Modify each behavior’s settings to be
appropriate for the members of your crowd.
7. Solve the simulation.
8. Watch the solved simulation. If it needs
correction, ma ke changes to behaviors or
delegate parameters. Solve again, and continue
untilthesimulationworksasintended.
9. Create the objects that will follow the delegates,
and
align and link them to delegates (page
2–1020)
.
Creating Complex Simulations
The process described above creates a simple
crowd simulation. You can also use other tools to
further control the simulation:
•Use
cognitive controllers (p age 2–1021)
to
cause delegates to switch behaviors based on
their proximity to objects in the scene, time
elapsed in the simulation, and other factors.
•Use
motion sy nthesis (page 2–1030)
to cause
different portions of the linked object’s
animation to be used based on delegate speed,
rotation, and other factors.
• Use bipeds and a motion flow network to
animate the bipeds with delegates. See
Biped
Crowds (page 2–1023)
.
Crea ti ng Cr owd H elper s
The crowd system in character studio uses two
helper objects: Crowd and Delegate. The first
step in creating a crowd simulation is the creation