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Non-Biped Crowds 1031
on which you use, you toggle options on the
Motion Clips tab of the Synthesis dialog. In both
cases, you use crowd delegates driven by behaviors
to motivate the creatures, which are linked to those
delegates.
Note: To animate a model for motion synthesis,
apply modifiers to the model and animate their
parameters. Modifiers such as Bend, Taper,
Wave, and Xform produce animation you can use
w ith motion synthesis. Do not use sub-object
animation, such as animation of vertices on an
Editable Mesh object.
Cyclic In-Place Animation
First you create a creature with a few short loop
cycles, like the b eating of w ings, gliding, turning
left and t urning right. This creature is assigned as
the
Global Object
or the master object from which
the motion clips will be derived. Then clones
oftheoriginalcreaturearecreated.Theclones
are positioned and linked to delegates. States are
created to select which clips wi l l play based on a
state.
For example, if a bird (delegate) is pitching up or
accelerating, the fast-beating clip is used; if the
bird (delegate) slows to a stop, the wings-at-rest
clip is used, and so on. During synthesis, the
software determines which state should be active
depending on the speed and direction of the
delegates. An active state determines which clip
should be applied to the clones of the original
object. Clips are blended together to create the
animation. Av ailable states are speed, acceleration,
pitch, pitch velocity, heading velocity, or script
(MAXScript).
Animation with Lateral Motion
For multi-legged creatures that walk, you can
animate lateral motion as well as the cyclic motion
of the legs moving. This is done to ensure that
thecreatures’feetdonotslideastheymove.The
software then uses the lateral motion information
to create a state that perfectly matches the actual
motion. T he software then strips the ac t ual
motion out. When a delegate approaches the speed
and heading recorded in that state, the appropriate
motion clip is triggered. This technique minim izes
sliding feet.
Use the charact er studio crowd tools to create
the initial motion for the delegates. Use a seek or
avoid behavior to steer birds, for example. Your
object with the loop animation is then copied and
the copies are linked to the delegates to create the
comp lete animation. The delegate handles the
path and the clip controllers handle the looped
animation.
You can create Master Motion Clip and Global
Motion Clip in Track V iew by assigning a
controller to the available controller under Block
Control. It is, however, simpler to use the Crowd
helper controls on the Global Clip Controller
rollout to apply and use the clip controllers.
See also
Synthesis Dialog (page 2–1098)
ClipState Dialog (p age 2–1105)
Global Motion Cli p
Global Motion Clips store the clips to be shared
among multiple Master Motion Clips, which are
assigned to the cloned objects during synthesis.
Global Motion Clips also contain the logic for
performing motion synthesis on a collection of
objects with trajectories and states associated with
clips. Controls for motion sy nthesis are found in
the Synthesis dialog.
The way the motion clip keys are scaled and
ordered depends upon user-defined states. Each
state contains one or more motion clips that will
be played when the state is active.