Behavior Rollouts
 
 
 
Command entry: Create panel (Helpers) Object Type rollout Crowd Setup rollout Behaviors group Click the New button. Select Behavior Type dialog
Command entry:Select a Crowd object. Modify panel Setup rollout Behaviors group Click the New button. Select Behavior Type dialog
Command entry:Select a Crowd object. Modify panel Setup rollout Behaviors group Choose a behavior from the drop-down list.

The Behavior rollout appears on the Crowd object command panel after you first add a behavior to the scene using the Setup rollout.

The rollout's full name (for example: Avoid Behavior or Seek Behavior) depends on the current behavior, displayed in the text box in the Setup rollout. To display the rollout for a different behavior, choose the behavior from the drop-down list.

NoteIf you add the first behavior to the scene from the Behavior Assignments and Teams Dialog, a behavior rollout does not automatically appear in the Crowd command panel. You must first choose the behavior from the drop-down list at the bottom of the Setup rollout.

For a detailed description of specific behaviors, refer to the topics that follow. For an overall look at behaviors, see Assigning Behaviors.

  • Avoid Behavior

    The Avoid behavior lets you specify any object or objects that delegates must keep away from. As delegates approach designated objects during the crowd simulation, they steer clear of them while turning and/or braking as necessary.

  • Orientation Behavior

    The Orientation behavior lets you control whether and how delegates rotate, independent of their direction of motion. Normally, a delegate always faces in the direction it is moving. You can use the Orientation behavior to specify limits to the delegate's rotational activity without affecting its path, which is generated by other behaviors. Use these settings, for example, to keep delegates facing in one direction while moving in another.

  • Path Follow Behavior

    The Path Follow behavior lets you direct delegates to traverse a specified path during a crowd simulation. Delegates can move forward or backward along paths, and when they reach the end, they can loop back to the start or reverse direction, or even continue in the same general direction.

  • Repel Behavior

    The Repel behavior lets you specify any object or objects (sources) that will force delegates to move away from them. This is basically the opposite of the Seek behavior. If you want delegates to back away from an object, as opposed to turning to face the direction they're moving, use Repel in conjunction with the Orientation behavior.

  • Scripted Behavior

    The Scripted behavior lets you create custom behaviors using MAXScript. A scripted behavior can incorporate one of three behavior types: Force, Constraint, or Orientation.

  • Seek Behavior

    The Seek behavior lets you specify any object or objects as a stationary or moving target for delegates. Delegates move toward the target during the crowd simulation while turning as necessary.

  • Space Warp Behavior

    The Space Warp behavior lets space warps, such as wind or gravity, influence a crowd simulation. You can use it to apply space warps in the Forces and Particles & Dynamics categories to crowd members.

  • Speed Vary Behavior

    The Speed Vary behavior is useful for objects whose velocity changes at random as they move, such as sightseeing tourists. Its parameters let you specify how often a delegate should change speed, what speed range it should look at for a new speed, and how long it should accelerate to get to that new speed.

  • Surface Arrive Behavior

    The Surface Arrive behavior is similar to the Seek behavior in that it lets you specify an object or objects as a stationary or moving target for delegates. The principal difference is that Surface Arrive can cause delegates to stop when they reach the target. You can also specify, to some degree, where the delegate will stop on the object, and how it will approach the target before stopping.

  • Surface Follow Behavior

    The Surface Follow behavior moves delegates with respect to object surfaces, which can be still or animated. For example, you can apply an animated Noise modifier to a patch grid to simulate a choppy water surface, and objects guided by Surface Follow will stay on top.

  • Wall Repel Behavior

    The Wall Repel behavior uses one or more grid objects to repel delegates. When influenced by the Wall Repel force, delegates turn until they're heading away from the grid. It's useful for keeping objects inside a straight-sided enclosure, such as a room in a building.

  • Wall Seek Behavior

    The Wall Seek behavior uses a grid object to attract delegates. When influenced by the Wall Seek force, delegates turn until they're heading toward the grid. It's useful for moving objects toward a rectangular area, such as a doorway.

  • Wander Behavior

    The Wander behavior imparts a random motion to delegates, letting you simulate meandering activity in which delegates move and turn in a haphazard manner. It works by randomly picking a new direction, and then turning and moving in that direction. You can specify how often to pick a new direction, how far to turn, and how fast or slow to turn while moving.