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the random start clip that you set in the motion flow. You do this via the
delegates.
1 Use the Edit Multiple Delegates dialog > Biped group to specify Random
Start Clip for all the delegates.
Solve the simulation.
2 Select the Crowd object, and go to the Modify panel.
3 In the Solve rollout, set the desired End Solve frame.
4 Click Solve to run the simulation.
Crowd solves the simulation.
5 Check the solved simulation by dragging the frame slider and/or playing
back the animation.
To fine-tune the simulation:
Chances are good that adjustments will be required. You can resolve problems
in a number of different ways: Change the behavior and/or motion flow setups,
change delegate parameters, and so on.
If you find that bipeds are colliding and interpenetrating, you can take
advantage of Crowd's special Priorities and Backtracking features. In fact, it is
strongly recommended that you use both options for most Crowd/Biped
simulations.
1 Use the
Priority rollout on page 4907 controls for assigning different
priorities to your delegates. Typically, delegates at the head of the crowd
should have the highest priorities (that is, the lowest Priority settings).
2 In the Solve rollout > Bipeds group, turn on Biped/Delegates Only, then
turn on Use Priorities, and then turn on Backtracking. If you've solved
previously, it's a good idea to turn on Delete Keys Before Solve as well.
Now, when it solves the simulation, Crowd solves for one biped/delegate
at a time, starting with the lowest-priority biped/delegate. As it solves for
each subsequent biped/delegate, it looks for collisions, and when the
occur, it backs up the solution to the end of the previous clip, and if
necessary, previous clips, and then tries different paths through the
motion flow graph. This method can take longer, which is why
Backtracking is off by default, but it's often the best way to resolve
problems with colliding bipeds.
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