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Motion Synthesis 1245
The basic sampling rate is determined by the
progr am from the size of t he lattice and the size of
each polygon.
Use Flipped Faces—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 normals 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 ru 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
dontturnonUseFlippedFaces.
Co mputeCalculates the vector field.
Always recalculate the vector field after changing
any par ameters except those in the Force g roup.
Blend Vectors group
Use the Blend Vectors parameters to reduce abrupt
changes in the angles of neig hboring vectors. For
example, if you have a wavy surface, you m ight 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-ax is. Default=1.
Bl end segs Z—The number of adjacent latt ice
points to blend on the Z-axis. Default=1.
Blend—Click t his button to implement the
blending.
Motion Synthesis
The Crowd system in character studio can use two
different types of motion synthesis, which lets the
software adjust the simulation results dynamically
to account for differing conditions. This sec tion
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 motion
sy nthesis:
Synthesis D ialog (page 2–1246)
ClipState Dialog (page 2–1253)
For information on using motion synthesis with
bipeds, see Biped Crowds (page 2–1172).