
Non-Biped Crowds
Motion synthesis in
character studio
lets the software derive character motion
from a combination of crowd behaviors and either motion flow networks,
when animating bipeds (see
Biped Crowds
on page 4793), or clip controllers,
when working with non-bipedal creatures. In the latter case, using the Global
Motion Clip and Master Motion Clip controllers, you can animate groups of
creatures such as birds, butterflies, schools of fish, and insects. You can create
clip controllers either as block controllers in Track View, or, more directly,
with the Crowd helper controls on the Global Clip Controllers rollout.
Two Approaches to Animation
You can animate your creature either in place with looping animation but no
transformational motion (such as a bird flapping its wings), or you can
incorporate transformational motion into the animation as well (the bird
moves upward while flapping its wings). In-place cyclic motion lends itself to
flying or swimming motions like birds and fish, while adding lateral motion
lends itself to crawling type animation where feet should be planted on the
ground and not sliding. Depending on which you use, you toggle options on
the Motion Clips tab of the Synthesis dialog. In both cases, you use crowd
delegates driven by behaviors to motivate the creatures, which are linked to
those delegates.
NOTE
To animate a model for motion synthesis, apply modifiers to the model
and animate their parameters. Modifiers such as Bend, Taper, Wave, and Xform
produce animation you can use with motion synthesis. Do not use sub-object
animation, such as animation of vertices on an Editable Mesh object.
Cyclic In-Place Animation
First you create a creature with a few short loop cycles, like the beating of
wings, gliding, turning left and turning right. This creature is assigned as the
Global Object
or the master object from which the motion clips will be derived.
Then clones of the original creature are created. The clones are positioned and
linked to delegates. States are created to select which clips will play based on
a state.
For example, if a bird (delegate) is pitching up or accelerating, the fast-beating
clip is used; if the bird (delegate) slows to a stop, the wings-at-rest clip is used,
and so on. During synthesis, the software determines which state should be
active depending on the speed and direction of the delegates. An active state
determines which clip should be applied to the clones of the original object.
Using Motion Synthesis | 4805
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 ...