8
Motion Synthesis 1097
The basic sampling rate is determined by the
progr am from the size of the lattice and the size of
each polygon.
Use Flipped Fa ces—Causes flipped normals to be
used during the computation of the vector field.
Default=off.
By default, vectors are generated in the same
direction as the obstacle object’s face normals, so
that assuming these face norma ls point outward,
objects move around its exterior in a crowd
simulation. However, if you want objects to remain
within an object’s interior, turn on Use Flipped
Faces.
Tip: If you r u n a crowd simulation inside an object
that is also being viewed from the inside, such as
a room, you’ll probably want the object’s faces to
point inward. In that case, use Editable Mesh/Edit
Mesh > Surface Properties to flip the normals, and
don’tturnonUseFlippedFaces.
Co mpute—Calculates the vector field.
Always recalculate the v ector field after changing
any p ar ameters except those in the Force group.
Blend Vectors group
Use the Blend Vectors parameters to reduce abrupt
changes in the angles of neighboring vectors. For
example, if you have a wavy surface, you might get
wavy vectors very far out from the surface, which
could adversely affect the simulation. Use Blend
Vectors to correct this condition.
Start Dist—Thedistancefromtheobjectat
which you want to start blending the vectors.
Default=0.0.
Fa lloff—Thefalloffoftheblendofthesurrounding
vectors. Default=2.0.
Bl end segs X—The number of adjacent lattice
points to blend on the X-axis. Default=1.
Bl end segs Y —The number of adjacent lattice
points to blend on the Y-axis . Default=1.
Bl end segs Z—The number of adjacent lattice
points to blend on the Z-axis. Default=1.
Blend—Click this button to implement the
blending.
Motion Synthesis
The Crowd system in character studio can use two
different types of
motion synthesis
,whichletsthe
software adjust the simulation results dynamically
to account for differing conditions. This section
deals with the application of motion synthesis to
non-bipedal crowds, such as a flock of birds.
You use two dialogs to set up non-bipedal mot ion
sy nthesis:
Synthesis Dialog (page 2–1098)
ClipState Dialog (p age 2–1105)
For information on using motion synthesis with
bipeds, see
Biped Crowds (page 2–1023)
.