
The first time you add a behavior to the scene, a new rollout appears for the
behavior below the Setup rollout. This rollout lets you change settings for the
behavior. Certain behaviors, such as Seek and Avoid, let you specify "target"
objects.
TIP
Behaviors are assigned generic names by default. It's a good idea to rename
them with more meaningful descriptors; for example, "Seek Ball" or "Avoid Fire".
To display the rollout for a different behavior in the scene, choose it from the
drop-down list in the Behaviors group. To see the controls available in the
rollout for a behavior type, follow the link from its entry in the above list.
In addition to the controls available in behavior rollouts, you can use the
Behavior Assignments and Teams dialog
on page 4845 to turn behaviors on and
off (with the Active check box), and for all behaviors except Avoid, Orientation,
and Surface Follow, you can set and animate Weight. The Active status is
animatable for all behaviors.
Using Behaviors
To use a behavior, you apply it to a delegate or a team of delegates using the
Behavior Assignments and Teams dialog
on page 4845. In this dialog, each
assignment of a behavior to a delegate is given a weight. You can modify
and/or animate these weights to influence the simulation.
Behavior assignment weights can profoundly effect a simulation. When
applying two or more behaviors to the same delegate, the weights define the
relationship between the behaviors, making one more or less powerful than
the other. One way to visualize a behavior assignment weight is to examine
the behavior’s force vector during a crowd simulation. The vector’s length
indicates the behavior’s weight upon the delegate.
Each behavior has its own parameters which appear in the Behavior rollout,
available in the Crowd object’s Modify panel. These parameters describe how
the behavior works, and can sometimes contribute to the behavior’s strength
as well. For instance, Seek, Repel, Wall Seek, and Wall Repel, all have specific
volumes of influence. Outside these volumes they have no effect and essentially
have a weight of zero. This rollout lets you specify whether or not you wish
to see behavior’s force vector dynamically displayed during a Crowd
simulation, and what color that vector should be.
When working with the Crowd system, it is critical to play with behavior
assignment weights, as well as each behaviors’ parameters. Typically, you run
the simulation repeatedly, changing the weights and parameters to get the
desired result.
4774 | Chapter 17 character studio
Summary of Contents for 12812-051462-9011 - 3DS MAX 9 COM LEGACY SLM
Page 1: ...Help Volume 2 Autodesk 3ds Max 2009 ...
Page 13: ...Interface 2694 Chapter 14 Space Warps and Particle Systems ...
Page 28: ...Interface Forces 2709 ...
Page 38: ...Interface Forces 2719 ...
Page 54: ...Interface Deflectors 2735 ...
Page 69: ...Interface 2750 Chapter 14 Space Warps and Particle Systems ...
Page 84: ...Interface Geometric Deformable 2765 ...
Page 93: ...Interface 2774 Chapter 14 Space Warps and Particle Systems ...
Page 174: ...Interface Particle Flow 2855 ...
Page 208: ...Interface Particle Flow 2889 ...
Page 233: ...Interface 2914 Chapter 14 Space Warps and Particle Systems ...
Page 285: ...Interface 2966 Chapter 14 Space Warps and Particle Systems ...
Page 292: ...Interface Particle Flow 2973 ...
Page 327: ...3008 Chapter 14 Space Warps and Particle Systems ...
Page 374: ...Interface Non Event Driven Particle Systems 3055 ...
Page 379: ...Instancing Parameters group 3060 Chapter 14 Space Warps and Particle Systems ...
Page 635: ...Interface 3316 Chapter 15 Animation ...
Page 677: ...Moving the root parent moves the whole hierarchy 3358 Chapter 15 Animation ...
Page 713: ...Overlapping chains make the toe stick to the ground 3394 Chapter 15 Animation ...
Page 767: ...3448 Chapter 15 Animation ...
Page 782: ...Example of Applied IK IK structure Inverse Kinematics IK 3463 ...
Page 787: ...1 Base 2 Post 3 Cap 4 Ring 5 Holder 6 Handle 3468 Chapter 15 Animation ...
Page 1123: ...Interface 3804 Chapter 15 Animation ...
Page 1199: ...3880 ...
Page 1275: ...Properties rollout 3956 Chapter 16 reactor ...
Page 1285: ...A Twist Axis C Twist X Plane Axis 1 Plane Min Cone 2 Plane Max Cone 3966 Chapter 16 reactor ...
Page 1299: ...Properties rollout 3980 Chapter 16 reactor ...
Page 1395: ...Interface Water Properties rollout 4076 Chapter 16 reactor ...
Page 1400: ...Interface Wind Properties rollout Wind 4081 ...
Page 1477: ...4158 Chapter 17 character studio ...
Page 1533: ...Center of mass moved behind the biped in rubber band mode 4214 Chapter 17 character studio ...
Page 1568: ...Rotating Multiple Biped Links Freeform Animation 4249 ...
Page 1591: ...Animating Pivots 4272 Chapter 17 character studio ...
Page 1659: ...Interface Save As dialog for a FIG BIP or STP file 4340 Chapter 17 character studio ...
Page 1662: ...Interface Open dialog for BIP or STP files Biped User Interface 4343 ...
Page 1810: ...Interface Animation Workbench 4491 ...
Page 1814: ...Interface Animation Workbench 4495 ...
Page 1823: ...Interface 4504 Chapter 17 character studio ...
Page 1922: ...Physique Physique 4603 ...
Page 1925: ...4606 Chapter 17 character studio ...
Page 1943: ...See also Using Physique with a Biped on page 4614 4624 Chapter 17 character studio ...
Page 1957: ...Envelope cross sections can be scaled and moved 4638 Chapter 17 character studio ...
Page 2076: ...Physique User Interface 4757 ...
Page 2208: ...Interface Crowd Animation User Interface 4889 ...
Page 2259: ...Interface 4940 Chapter 17 character studio ...
Page 2265: ...Interface 4946 Chapter 17 character studio ...
Page 2268: ...Interface Crowd Animation User Interface 4949 ...
Page 2271: ...Interface 4952 Chapter 17 character studio ...
Page 2287: ...To filter a track on page 4503 4968 Chapter 17 character studio ...
Page 2535: ...Interface 5216 Chapter 18 Lights and Cameras ...