8

1014 Chapter 14: Character Studio
8.
Create and modify additional behaviors as
necessary.
9. On the Setup rollout, click the Behavior
Assignment button.
10. In the Assignment Design group, the two upper
lists should each contain a single ent ry: the
delegate on the left, and the behav ior on the
rig ht. Select both items.
11. Click the New Assignment button to the rig ht
of the Assignment Design g roup. It’s a vertical
button with five right-pointing arrows.
This adds the new assignment to the list in the
Behavior Assig nments group.
12. A ccept the changes and the OK button to close
the Behavior Assignments and Teams dialog.
13. On the Modify p anel, scroll down to the Solve
rollout and click the Solve button.
Keys are created as follows: The delegate
turns to point toward the sphere, banking as
it turns, and then moves directly toward the
sphere. When it reaches its target, it moves
slightly beyond the sphere, and then repeats
the turn-and-move motion until the end of the
simulation. To prevent this, try starting with
the two objects farther apart, or animating the
sphere’s position.
Dir ecting Delega tes
One of the purposes of behaviors is to move
delegates in a par ticular direction over the course
of the simulation. These behaviors can be used to
direct delegates:
•The
Seek behavior (page 2–1072)
is one of the
most commonly used behaviors in the crowd
system. With this behavior, you can cau se
delegates to move toward a specific object. The
seek object can be animated, and the delegates
will follow it.
•The
Wall Seek behavior (page 2–1081)
causes
delegates to seek a rectangular area. Compare
with the Seek behavior, which causes delegates
to seek an object’s pivot point.
•The
Path Follow behavior (page 2–1068)
is
also useful for pushing delegates in a specified
direction. With this behavior, delegates follow
apathbutcan“stray”fromthepathbya
specified distance, creating slightly random
motion along the path.
•Withthe
Surface Arrive behavior (page
2–1075)
, delegates seek one or more objects as
they do with the Seek behavior, but you can
cause delegates to stop when they reach a target.
•Youcanusethe
Surface Follow behavior (page
2–1078)
to cause delegates to move along a
surface.
•Withthe
Space Warp behavior (page 2–1073)
,
you can use a vector field to push delegates
around the field to avoid obstacles. See
Obstacle
Avoidance (page 2–1016)
.
After setting up a behavior, you must use
Behavior
Assignments (page 2–1052)
to assign the behavior
to a delegate or team.
Procedures
To use the S eek behav ior :
1.
Select the crowd helper and access the Modify
panel.
2. In the Setup rollout > Behaviors group, click
New . Choose Seek Behavior from the pop-up
list.
The Seek Behavior rollout appears below the
Setup rollout.
3. In the
Seek Behavior rollout (page
2–1072)
, click None to add one seek object, or
click Multiple Selection to designate more than
one object for the delegates to seek.
4. Change the default settings as desired.