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teams of delegates to each behavior. A specific behavior assigned to a Crowd
object belongs only to that crowd; it cannot be assigned to any other crowds.
Following is a list of available behaviors:
■ Avoid Behavior on page 4867: Prevents delegates from colliding with objects
in the scene, or with each other. Avoidance can use any combination of
turning, braking/stopping, repelling, and vector field.
■ Orientation Behavior on page 4872: Applies a fixed orientation or orientation
range to delegates, so they face a specific direction instead of toward the
destination. You can specify orientation in absolute terms, or relative to
the direction the delegate currently faces.
■
Path Follow Behavior on page 4876: Restricts motion to a spline or NURBS
curve; options include back-and-forth patrol-type movement.
■
Repel Behavior on page 4880: Forces delegates to move away from a target.
■ Scripted Behavior on page 4882: Uses MAXScript to specify behavior.
■ Seek Behavior on page 4883: Moves delegates toward a target or targets.
■ Space Warp Behavior on page 4885: Uses any dynamics-oriented space warp
to control movement, including wind and gravity. Vector Field, a
crowd-specific space warp that lets delegates avoid irregularly shaped objects
while following their contours, is included with character studio.
■
Speed Vary Behavior on page 4886: Lets delegates change speed for more
realistic movement.
■
Surface Arrive Behavior on page 4888: Lets delegates move toward and land
on a surface, with custom speed and acceleration parameters.
■
Surface Follow Behavior on page 4892: Delegates move along a surface, which
can be animated. Also, you can specify whether the delegates are to move
straight ahead or skirt hills and depressions.
■
Wall Repel Behavior on page 4895: Uses a grid to repel delegates; ideal for
keeping objects inside an enclosed, straight-sided room.
■
WallSeek Behavior on page 4898: Uses a grid to attract delegates. You can
use this as a doorway for crowd-controlled bipeds to walk through.
■
Wander Behavior on page 4901: Induces a realistic semi-random movement
for characters such as shoppers at a mall.
TIP If you need custom behaviors, you can create your own with scripting.
Assigning Behaviors | 4773