2009
8 Watch the solved simulation. If it needs correction, make changes to
behaviors or delegate parameters. Solve again, and continue until the
simulation works as intended.
9 Create the objects that will follow the delegates, and
align and link them
to delegates
on page 4787.
Creating Complex Simulations
The process described above creates a simple crowd simulation. You can also
use other tools to further control the simulation:
■ Use
cognitive controllers on page 4789 to cause delegates to switch behaviors
based on their proximity to objects in the scene, time elapsed in the
simulation, and other factors.
■ Use motion synthesis on page 4805 to cause different portions of the linked
object's animation to be used based on delegate speed, rotation, and other
factors.
■ Use bipeds and a motion flow network to animate the bipeds with
delegates. See
Biped Crowds on page 4793.
Creating Crowd Helpers
The crowd system in character studio uses two helper objects: Crowd and
Delegate. The first step in creating a crowd simulation is the creation of these
helpers. The crowd helper serves as the command center for setting up and
solving crowd simulations, while delegates provide stand-ins for animated
objects. The crowd helper controls are used to animate the delegates, then
later you link objects to delegates to create the finished scene.
Crowd Helper
A crowd helper object appears in viewports as blue tetrahedron. The location
and size of the crowd helper does not affect the simulation. For the easiest
workflow, create the crowd helper with a relatively large size, and place it
where you can easily select it. You'll rarely need more than one Crowd helper
object per scene.
Creating Crowd Helpers | 4767