2009
intelligence. You use the Cognitive Controller editor on page 4857, a
flowchart-style editor (much like the
Motion Flow Graph dialog on page 4549)
to set up a network of behaviors and behavior combinations, known as states.
Then you then apply MAXScript-based transitions that specify when delegates
are to move from one state to another. Even with a relatively simple setup,
you can create simulations that make your characters appear to be living,
conscious beings, making decisions as they move through the scene.
You can find procedures describing various examples of cognitive-controller
transitions in the
State Dialog on page 4859 topic:
Testing a particle system parameter on page 4862
Testing an object position
Testing an atmospheric property on page 4862
Testing the distance between two objects
Testing a modifier parameter
Testing another delegate's behavior on page 4863
See also:
■
Cognitive Controller Editor on page 4857
■ State Dialog on page 4859
■
State Transition Dialog on page 4861
Procedures
To set up and use a cognitive controller:
This procedure describes a typical setup routine for creating and using a
cognitive controller. The procedure assumes basic knowledge of crowd
simulation setup. For more information about crowd setup, see
Crowd Helper
Object
on page 4819 and Setup Rollout on page 4820.
1 Create a scene containing a crowd object and one or more delegates. See
Creating Crowd Helpers on page 4767.
2 Create at least two behaviors. See
Assigning Behaviors on page 4772.
3 Open the Cognitive Controller editor on page 4857.
4 Click the New button to create a cognitive controller.
4790 | Chapter 17 character studio