8
Adjusting D elegate Parameters 1011
Adj us ti ng D elega te Pa r a meter s
Delegate parameters define the nature of their
motion. You can change delegate parameters in
one of two ways:
• To adjust parameters for an individual delegate,
select the delegate, access the Modif y panel,
and adjust parameters. For descriptions of
parameters, see .
•
To adjust parameters for several delegates
at once, select the crowd helper object, access
the Modify panel, and click Multiple Delegate
Editing to access the
Edit M ultiple Delegates
dialog (page 2–1048)
.
The speed parameters let you describe a delegate’s
average speed and maximum acceleration. You
canalsodefinehowmuchadelegateslowsdownas
itturnsorgoesupward,andhowmuchitspeeds
up when it goes down.
Tu rning parameters let you indicate how quickly
a delegate can turn, and how much it can turn
upward and downward. And bank ing parameters
describe how much and how quickly a delegate
banks and its banking limit.
All of these parameters work together to describe
different t ypes of creatures. A small fish, for
instance, can turn more quickly than a large bird.
A fish’s speed would not be effected when the fish
traveled up or down, but a bird’s speed m ig ht be
altered by its upward or downward direction.
See also
Crowd Helper Object (page 2–1038)
Assigning B ehaviors
In the real world, different crowds exhibit diverse
behaviors, and even members of the same crowd
can conduct themselves in various w ays. Included
with the character studio Crowd system is an
assortment of behaviors that let you simulate a
range of crowd activities.
Behaviors let you assign procedura l ac tivity types
to
delegates
, which in turn affect objects linked
to delegates. You can associate any number of
behav iors w ith each
crowd object (page 2–1038)
,
and then link delegates and teams of delegates to
each behavior. A specific behav ior assig ned to a
Crowd object belongs only to that crowd; it cannot
be assig ned to any other crowds.
Following is a list of available behaviors:
•
Avoid Behav ior (page 2–1063)
—Prevents
delegates from colliding with objects in the
scene, or with each other. Avoidance can use
any combination of turning, braking/stopping,
repelling, and vector field.
•
Orientation Behavior (page 2–1066)
—Applies
a fixed orientation or orientation range to
delegates, so they face a specific direct ion
insteadoftowardthedestination. Youcan
specify orientation in absolute terms, or relative
tothedirectionthedelegatecurrentlyfaces.
•
Path Follow B ehavior (page 2–1068)
—Restricts
motion to a spline or NURBS curve; options
include back-and-forth patrol-type movement.
•
Repel Behavior (p age 2–1070)
—Forces
delegates to move away from a target.
•
Scripted Behavior (page 2–1072)
—Uses
MAXScript to specify behavior.
•
Seek Behavior (page 2–1072)
—Moves delegates
toward a target or targets.
•
Space Warp Behavior (page 2–1073)
—Uses
any dynamics-oriented space warp to cont rol
movement, including wind and gravity. Vector
Field, a crowd-specific space war p that lets
delegates avoid irregularly shaped objects while
following their contours, is included with
character studio.