2009

Path Follow Behavior on page 4876
Repel Behavior on page 4880
Scripted Behavior on page 4882
Seek Behavior on page 4883
Space Warp Behavior on page 4885
Speed Vary Behavior on page 4886
Surface Arrive Behavior on page 4888
Surface Follow Behavior on page 4892
Wall Repel Behavior on page 4895
Wall Seek Behavior on page 4898
Wander Behavior on page 4901
For a detailed description of specific behaviors, refer to the above topics. For
an overall look at behaviors, see Assigning Behaviors on page 4772.
Behaviors
Avoid Behavior
Create panel > Helpers > Object Type rollout > Crowd > Setup rollout > New
button > Avoid Behavior
Select a Crowd object. > Modify panel > Setup rollout > New button > Avoid
Behavior
The Avoid behavior lets you specify any object or objects that delegates must
keep away from. As delegates approach designated objects during the crowd
simulation, they steer clear of them while turning and/or braking as necessary.
This behavior uses three different methods to let delegates avoid each other
and other objects: Steer To Avoid, Repel, and Vector Field.
Steer to Avoid behavior is best used for animals that steer around each other
at close proximity. Earthbound animals and fish typically do this. Steering
motion may be sudden since its action is often engaged for relatively short
periods of time.
By contrast, Repel avoidance behavior mimics the continuous action of a
repellent magnetic field. Birds, bats and flying insects are best animated with
Crowd Animation User Interface | 4867