9

Creating a Crowd System 1155
give the delegates overall guidelines on how to
behave, and the crowd simulation calculates their
motion.
You set these guidelines by assigning behaviors
(page 3–915) to delegates. A behavior specifies
a particular type of activity, such as moving
toward an object in the scene, avoiding obstacles,
following a path or surface, and so forth. You can
combine multiple behaviors to create a rich and
complex crowd simulation automatically. You
canthenlinkobjectstodelegatestocompletethe
animation.
Acrowdsimulationcanbeusedtoanimatebipeds,
or to drive the use of mesh animation on objects
linked to delegates. In addition, you can use
cognitive controllers (page 3–921) to tell delegates
how to b ehave in varying circumstances.
These topics provide further explanation of the
principles of crowd animation:
Creating a Crowd System (page 2–1155)
Creating Crowd Helpers (page 2–1157)
Adjusting D elegate Parameters (page 2–1159)
Assigning Behaviors (page 2–1159)
Directing Delegates (page 2–1162)
Obstacle Avoidance (page 2–1164)
Changing Delegate Or ientation and Speed (page
2–1167)
Solving the Simulation (page 2–1168)
Linking Objects to Delegates (page 2–1169)
Cognitive Controllers (page 2–1170)
Biped Crowds (page 2–1172)
Non-Biped Crowds (page 2–1179)
Crea ti ng a Crowd S y stem
The following is a basic procedure for creating and
using a crowd system:
1. Add a Crowd helper (page 2–1157) object.
The crowd helper is the cont rolling object for
theentirecrowdsimulation.
2. Create a Delegate helper (page 2–1157) object.
Thisisaprototypeforyourcrowd;a
representative member.
3. On the Modify panel > Motion rollout (page
2–1183), set appropriate speed and turning
limits for the delegate.