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6 Click Align Objects With Delegates, and then click Link Objects To
Delegates, and then click OK to exit the dialog.
The objects align themselves with the delegates and are linked to the
delegates.
Next, animate the delegates with behaviors. See Assigning Behaviors on
page 4772 for information on using behaviors.
When you solve the simulation, the cloned objects follow the delegates,
which are guided by behaviors. You then generate motion synthesis based
on the delegate movement.
7 Select the Crowd object. On the Modify panel > Global Clip Controllers
rollout, click New, and use the Select dialog to select the Global object
from step 1.
The object appears in the Global Clip Controllers rollout list.
8 In the list, click the object, and then click the Edit button.
The Synthesis dialog displays. Its name is that of the object.
9 On the Motion Clips panel, turn off all check boxes in the From Global
Object and Remove Local groups.
Use these options only if your original object has lateral motion to
coordinate with footsteps.
10 On the Motion Clips panel, click New.
This opens the MotionClip Parameters dialog, which lets you set the
name, color, and frame range for a motion clip.
11 Choose a descriptive name and a frame range for the motion clip.
For example, frames 0 through 10 might be your glide animation.
12 Continue to define clips using different frame ranges from the Global
object's animation. Give the clips descriptive names.
Next, you define states whose parameters determine when motion
synthesis is to use each clip.
13 Click the State tab, and then click New State.
A new state is added to the drop-down list at the top of the Synthesis
States group. Give the state a descriptive name. In many cases, the state
can use the same name as the motion clip that's to be associated with it.
Next, you specify the state's parameters; that is, how the delegate should
be moving when the associated object is to use its motion clip. For
4808 | Chapter 17 character studio