8
Using Motion Synthesis 1023
at half weight, so that the delegate will meander
slightly as it seeks the target.
10. Close t he Select Behaviors d ialog , and then
closetheStateeditor.
11. Repeat steps 6–10 as necessary to define
behaviors for the other states in the controller .
Next, use Create Transition to define the
sequence of states during the simulation.
12. Decideonthesequenceinwhichthestatesare
to occur .
13. Click the Create Transition button.
14. Dragalinefromonestatetothenextinthe
order that they are to execute. Click a state to
create a trans ition from itself to itself.
A transition arrow appears, pointing from the
"source" state to the "destination" state.
Each state can have any number of incoming
and outgoing t ransitions. Specify different
transition conditions for each to create as
complex a state diag ram as necessary.
Next, use the State Transition dialog to define a
conditional for each transition.
15. Right-click a transition line.
16. In the
State Transition dialog (page 2–1060)
,
enter the name of the transition condition, and
then click the Edit MAXScript button.
17. Use the MAXScript editor window to enter
or load a script that defines the condition or
conditions under which the transition is to
occur.
Typically,thisisafunctionthattestsacondition
and returns 1 (if t rue) or 0 (if false).
Note: See this topic in the online
User Reference
for sample MAXScript code for this function.
18. UsetheStateTransitiondialogtosetother
parameters such as priority and duration.
19. Use the
Behavior Assignments and Teams
dialog (page 2–1052)
to assign the cognitive
controller to delegates or teams.
Note: Crowd doesn’t let you use multiple
cognitive controllers with a delegate. You can
assign them, but when you solve, the software
notifiesyouthatitwilluseonlythefirst
assigned cognitive controller.
See also
Cognitive Controller Editor (page 2–1057)
State Dialog (page 2–1059)
State Tr ansition Dialog (page 2–1060)
Using Motion Synthesis
You can create advanced, complex crowd
simulations in character studio with
motion
sy nthesis
, which lets the software adjust the
simulation results dynamically to account
for differing conditions. Two different forms
of motion synthesis are a vailable: one for
non-bipedal crowds, and a second for the more
exacting requirements of biped crowds.
See also
Biped Crowds (page 2–1023)
Non-Biped Crowds (page 2–1030)
Biped Crowds
The biped crowd is a special case of crowd
simulation necessitated by the complex nature
of legged anim al movement . Biped locomotion
exhibits intricate dynamics and exacting IK
foot constraints. As such, the smoothly curving
trajectories computed from delegate motion