2009

Cognitive Controller Editor
Create panel > Helpers > Object Type rollout > Crowd > Setup rollout >
Cognitive Controllers
Select a Crowd object. > Modify panel > Setup rollout > Cognitive Controllers
The Cognitive Controller editor lets you combine behaviors into states. More
importantly, it lets you sequence different
behaviors on page 4772 and behavior
combinations using state diagrams, where conditionals written in MAXScript
impose changes in behavior. For example, you can specify that a character or
object is to wander aimlessly until it comes within a certain distance of another
object, whereupon it heads straight for that object. Or you can specify that
one character is to avoid another only when the second character is avoiding
the first.
NOTE The MAXScript conditionals used in the cognitive controller typically consist
of a single line of code. You can load and save them separately as .ms files, but
they are also stored within the .max scene file in which they reside.
The editor interface consists of an icon-based toolbar above a window that
contains the state diagram. When you first open the editor, no state diagrams
exist. Begin by clicking the New button to create a new state diagram.
TIP If you find yourself consistently assigning two or more behaviors to delegates
or teams, you can save time by combining the behaviors into a single-state
cognitive controller, or "behavior module," and assigning that instead. The only
disadvantage is that you can't animate the weights of behaviors used in the
cognitive controller, but you can work around that by using transitions.
NOTE Crowd doesn't let you use multiple cognitive controllers with a delegate.
You can assign them, but when you solve, the software notifies you that it will use
only the first assigned cognitive controller.
See also:
State Dialog on page 4859
State Transition Dialog on page 4861
Crowd Animation User Interface | 4857