2009

At the heart of the system are the Crowd and Delegate helper objects. A single
Crowd object can control any number of delegates, which serve as stand-ins
for crowd members. You can group delegates into teams, and assign behaviors
such as Seek, Avoid, and Wander to individuals or teams. You can combine
behaviors with weighting, so that, for example, a crowd member could seek
a goal while wandering slightly.
Crowd simulations can range in sophistication from simple and straightforward
to highly complex. Aiding at the latter end of the range is the Cognitive
Controller feature, which lets you use the scripts to apply conditional
transitions to sequences of behaviors. For example, you could tell a delegate
to approach a goal until it gets within a certain distance, and then start moving
away. Or you could use a Cognitive Controller to have a delegate move among
a series of goals.
Another means of creating complex, dynamic crowd simulations is motion
synthesis, which can be used in conjunction with the Cognitive Controller.
The Crowd system offers two types of motion synthesis.
When working with bipeds, you use the Motion Flow feature to allow the
software to create scripts for the bipeds that match the delegate behaviors.
When working with non-bipedal characters, such as fish or birds, you use
Clip Controllers that let you apply different animation segments to various
types of motion. For example, a bird flaps its wings quickly while ascending
but slowly while flying level, and stops flapping its wings during descent.
One of the most important requirements of crowd simulations is avoidance;
if characters pass through each other or other objects in the scene, realism
suffers. The Crowd system offers various behaviors to help achieve proper
avoidance. It also provides the Vector Field, a special space warp, which, when
applied to an irregularly shaped object, allows delegates to move around the
object without penetrating it.
Used in combination, the Crowd-system tools described here can produce an
endless variety of interesting, multi-character simulations. The Crowd topics
in this manual provide detailed information about every aspect of crowd
simulation.
See also:
Crowd Animation on page 4761
Crowd Animation User Interface on page 4810
4140 | Chapter 17 character studio