The Motion Parameters rollout lets you specify a Delegate object's characteristics, including speed, acceleration, and other factors. It also lets you associate the delegate with a biped.
The forces being applied to a delegate by any applicable behaviors are drawn as vectors whose length indicates the extent of the forces and whose orientation shows the direction in which the behavior is influencing the delegate to move. Default=on.
For example, if the delegate is affected by a Space Warp behavior and a Wander behavior, the vectors (using default colors) are yellow and blue-green, respectively. These vectors are visible only during solution of the crowd simulation.
During a solution, a text label appears next to the delegate showing the name of the cognitive controller state or transition that currently directs its behavior, if any. Default=on.
When on, the Avoid behavior uses the bounding box of the delegate and all of its children to perform its behavior. Default=on.
Specifies how much a delegate should slow down when turning.
The higher this setting, the more the delegate slows down when it reaches the turn angle (see following parameter). A value of 0 specifies no slowdown; a value of 1 tells the delegate to stop. Default=0.3.
The algorithm computes a value, d, which goes linearly from 0 to (1 - Decel Weight) as the turn angle of the delegate goes from 0 to the Turn Angle specified by the user. The speed of the delegate is then multiplied by d. For example, when the delegate turns at the Turn Angle or greater, its speed will be multiplied by (1 - Decel Weight), slowing it down as much as possible based on this parameter. When the delegate is not turning at all, its speed is not affected by the Decel Weight. When the delegate is turning at half the specified Turn Angle, d = Decel Weight / 2, so its speed will be multiplied by (1 - Decel Weight / 2).
As a practical example, take a delegate traveling at 10 units/frame. Decel Weight is set to 0.4, and At Turn Angle is set to 30. When the delegate has turned 15 degrees (half the At Turn Angle), the effective deceleration weight is 0.2. Subtract that quantity from 1 to get 0.8, and then multiply that times the delegate's speed to get 8 units per second halfway into the turn. At the full turn (30 degrees), the delegate travels at 6 units per frame.
Specifies how much the delegate should slow down when moving at an upward slant. Default=0.1.
See Decel Weight for a full explanation.
Specifies how much the delegate should speed up when moving at a downward slant. Default=0.1.
See Decel Weight for a full explanation, taking into account that Accel Weight produces a speedup effect rather than a slowdown. Thus, the effective acceleration weight is added to 1, not subtracted from it.
These parameters affect the delegate's turning behavior; that is, how it changes direction in response to forces applied by crowd behaviors.
You can use the Orientation behavior to affect how a delegate turns and banks, independently of the actual path taken.
Turning applies to objects moving both on the ground and in the air.
These parameters affect the delegate's banking behavior; that is, how it tilts around its front-back axis as it changes direction while moving. Banking typically applies to objects moving in the air or on water, but can also apply to ground-based objects such as one- or two-wheeled vehicles.
These parameters relate to the use of bipeds associated with delegates. In order to have a biped exhibit character animation as it follows the delegate's course, you must use motion flow methods. For a procedure, see To use bipeds in a crowd simulation.
Click this button and then select a biped to be associated with the delegate's motion.
You can select a biped by clicking its center-of-mass object (for example, Bip001) in a viewport, or with the Pick Object dialog, which you can open by pressing H or by clicking the toolbar button Select By Name (you cannot use the Selection Floater). Thereafter, the name of the biped object appears on the button.
Specifies the frame at which the biped's first clip will begin to play.
If, when several bipeds share the same starting clip, you vary this setting per biped, they won't walk in lockstep formation. This is most useful when you take advantage of the ability of the Edit Multiple Delegates dialog to randomize the start frame for each delegate.
Sets the delegate priority, which determines the order of solution in biped/delegate simulations.
For details, see Priority Rollout.
Determines which motion clip in the shared motion flow graph Crowd initially uses to animate the biped linked with the delegate.