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Part IX: Working with Characters
                                                 l  Scripted: Makes a delegate behave using a MAXScript
                                                 l  Seek: Moves delegates toward a target object
                                                 l  Space Warp: Uses a Space Warp object to control behavior
                                                 l  Speed Vary: Changes the speed of delegates as they move about the scene
                                                 l  Surface Arrive: Moves delegates toward a surface
                                                 l  Surface Follow: Moves delegates across a surface
                                                 l  Wall Repel: Uses a grid object to repel delegates
                                                 l  Wall Seek: Uses a grid object to attract delegates
                                                 l  Wander: Makes delegates move randomly
                                             When a behavior is selected from the Setup rollout, a custom rollout of parameters for the selected behavior
                                             appears. Using these parameters, you can govern how the behavior acts and select which objects are targets.
                                              After the behavior’s parameters are set, you can assign specific delegates or teams of delegates to use certain
                                             behaviors in the Behavior Assignments and Teams dialog box, shown in Figure 39.22. This dialog box is
                                             opened using the Behavior Assignment button found in the Setup rollout.
                                        FIGURE 39.22
                                      The Behavior Assignments and Teams dialog box lets you organize teams of delegates and assign them to behaviors.


















                                             All behavior assignments are listed in the center pane, and each assignment can be given a weight. If the
                                             delegate has two conflicting behaviors to follow, then it follows the one with the greatest weight value.

                                             Solving the simulation
                                             The final step in the process is to solve the simulation. This step creates keyframes for all the motion in the
                                             scene. To solve the simulation, click the Solve button in the Solve rollout, or click the Step Solve button to












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