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1240 Chapter 14: character studio
ThehighestavailableSmoothnessvalueisalways
6.ThelowestavailablevaluedependsonthePast
Keys and Future Keys settings.
Per for m S moothing—Click this button to carry out
the smoothing operation.
Note: If neither the Reduce nor the Filter check box
is turned on, no smoothing is performed.
Collisions R ollout
Create panel > Helpers > Object Type rollout > Crowd >
Collisions rollout
Selec t a C rowd object. > Modify panel > Collisions rollout
Duringacrowdsimulation,youcanusethis
rollout to keep track of collisions defined by
Avoid behaviors. A delegate whose hard radius as
definedbytheAvoidbehaviorintersectswiththe
hard radius of anything it is avoiding is m arked
as having collided at that f rame. If too many
collisions occur, the simulation might not provide
satisfactory results; in such cases, you might want
to alter the simulation setup.
Inter face
Hilite Colliding Delegates—When on, delegates that
collide are highligh ted in the collision color.
Only during collisions—Colliding delegates are
highlighted only in frames in w hich they actually
collide.
Always—Colliding delegates are hig h lig hted in
frames in which they collide and all subsequent
frames.
Collision Color—The color swatch indicates the
color used to highlight colliding delegates. To
changethecolor,clicktheswatchandusethe
Color Selector dialog to set a new color.
Clea r Collisions—Clears collision information from
all delegates.
If you re-solve part of the simulation, new collision
information for the recomputed frames will be
computed. However, if you move a delegate
manually, its collision information will remain
the same, and may be incorrect. In such cases,
use Clear Collisions to correct the collision
information.
Geometry R ollout
Create panel > Helpers > Object Type rollout > Crowd >
Geometry rollout
Select a Crowd object. > Modify panel > Geo metry rollout
Use this p arameter to modify the crowd object’s
size.
Interfa ce
Icon Size—DeterminesthesizeoftheCrowdhelper
object’s icon.
This setting is primarily for visibility; it has no
effect on the crowd simulation.