2009
13 On the Modify panel, scroll down to the Solve rollout and click the Solve
button.
Keys are created as follows: The delegate turns to point toward the sphere,
banking as it turns, and then moves directly toward the sphere. When it
reaches its target, it moves slightly beyond the sphere, and then repeats
the turn-and-move motion until the end of the simulation. To prevent
this, try starting with the two objects farther apart, or animating the
sphere's position.
Directing Delegates
One of the purposes of behaviors is to move delegates in a particular direction
over the course of the simulation. These behaviors can be used to direct
delegates:
■ The
Seek behavior on page 4883 is one of the most commonly used behaviors
in the crowd system. With this behavior, you can cause delegates to move
toward a specific object. The seek object can be animated, and the delegates
will follow it.
■ The
Wall Seek behavior on page 4898causes delegates to seek a rectangular
area. Compare with the Seek behavior, which causes delegates to seek an
object's pivot point.
■ The Path Follow behavior on page 4876 is also useful for pushing delegates
in a specified direction. With this behavior, delegates follow a path but
can “stray” from the path by a specified distance, creating slightly random
motion along the path.
■ With the
Surface Arrive behavior on page 4888, delegates seek one or more
objects as they do with the Seek behavior, but you can cause delegates to
stop when they reach a target.
■ You can use the Surface Follow behavior on page 4892 to cause delegates to
move along a surface.
■ With the
Space Warp behavior on page 4885, you can use a vector field to
push delegates around the field to avoid obstacles. See
Obstacle Avoidance
on page 4780.
After setting up a behavior, you must use
Behavior Assignments on page 4845
to assign the behavior to a delegate or team.
Directing Delegates | 4777