Step Solve
Runs the crowd simulation one frame at a time, starting at the
current frame as specified by the time slider position. Press the
spacebar
to
advance one frame.
To abort a solution in progress and save all keys generated up to that point,
press the
Esc
key. When you do so, the software disregards any non-default
settings for Save Every Nth Key. Alternatively, with complex simulations, you
can save time by pressing
Shift+Esc
to abort a solution without saving keys.
NOTE
Step Solve always starts at the current frame; it disregards the Simulation
Start setting.
Simulation Start
The first frame of the simulation. Default=0.
To make the solution repeatable, set this and keep it the same.
Start Solve
The frame at which you begin solving. Default=0.
This value must be greater than or equal to that of Simulation Start. If greater,
the solve will begin in the middle of the simulation.
Start Solve should equal Simulation Start the first time you solve, so that when
you set Start Solve to start in the middle of the simulation, the simulation up
to that point will be correct.
NOTE
If you set Start Solve to a frame number lower than the first frame of the
active time segment,
character studio
changes the first frame of the time segment
to the Start Time value.
End Solve
Specifies the last frame considered for the solution. Default=100.
NOTE
If you set End Solve to a frame number higher than the last frame of the
active time segment,
character studio
changes the last frame of the time segment
to the End Solve value.
Delete Keys before Solve
Deletes the keys of active delegates in the range
over which the solution takes place. Default=off.
This option leaves the first two keys so that the delegate doesn't end up with
no keys and then pop to its current position. This is a useful feature for biped
crowds; it lets you watch each biped compute, one after another, without the
ones not yet computed still performing their old animation.
Save every Nth Key
Lets you specify the number of position and rotation
keys saved after the solution.
Positions/Rotations
The frequency with which keys are saved for delegate
positions and rotations. If 0, no keys are saved. If 1, a key is saved every frame.
If 2, a key is saved every other frame, and so on. Defaults=1.
Crowd Animation User Interface | 4905
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 ...