Home
bugz User Manual
Contents
1. Image 2 16 Alignment Cohesion Separation Behaviour Tab Aligment Alignment steering behaviour forces the bug to align itself with the scanned bugs It will head in the same direction and try to adjust to the speed of the bugs nearby Cohesion Bugs with this behaviour will try to approach and form a group with other nearby bugs by heading for the average position of these bugs Separation This steering behaviour can be used to prevent bugs vom crowding together It forces the character to steer away from the other bugs This produces good results when the bugs are aligned or the weight is relativly low regarding the maximum self applied force bugz User Manual Learning bugz Combining Steering behaviours 16 2 7 4 Obstacle Avoidance Obstacle avoidance behaviour gives a bug the ability not to bump into obstacles Bear in mind that this is no collision detection bugs with certain physical properties can still pass through obstacles although the steering behaviour wants to avoid this Obstacle Avoidance Sensor A ange m 100 0 Obstacles Obstacle O Circle Add Obstacle 4 Obstacle OD Circle Delete Obstacle Obstacle_1_Line Obstacle_ Line Image 2 17 Obstacle Avoidance behaviour Tab Sensor Range This sensor range has a different meaning than the ones used in all the other behaviours Think of it as a line attached to the bug with the orientation of the bug If intersection of the line with an obsta
2. bugz Creating Crowd Motion Using Behavioural Animation User Manual Carsten Kolve April 2000 Table of Contents Table of Contents PONS WONG PR EE HE EE EE 3 1 Understanding DUZ aa ga dode ee ai ace EE 4 1 1 Behavioural Animation 0 0 0 0 cee eee 4 2 Leann DUG is ou e e GS EE Hal Oe Ge 5 2 1 User IMena E x ons scale sen BEE WERE EDE Seales Sd eae 5 2 2 Creating a Simulation aaa 6 2 3 Controlling a Simulation 0 0 0 eee 7 2 3 1 Current to Start Values 0 0 0 0 00 008 8 24 Creating GIOUDS sadaka grada 32 EER edd cas Ida DEP 9 25 Creating BUGS ses coat KOR RR RE DS SR edb RE 10 2 6 Physical ProperlieS 2 sae di ans RR da SR et kada kaganat ii 12 21 Steering BENAVIOUIS se Sa dec o RE RE Re dee kada Baa es 13 2 7 1 Seek Flee Moth Seek Moth Flee 14 EE RR ER EE os go ME OE eo ene VET 15 2 3 Alignment Cohesion Separation 15 2 4 Obstacle Avoidance 000 cee eee 16 2 8 Combining Steering behaviours 2000 ee eee 16 29 GreatinG ODStacleSi s SEE tied ER EDS RR dova dad HE 17 2 10 Greating TnojefS sis ER REED RAE SU VERHARDE ER SR saws 18 2 11 Exporting Motion Data 0 0 SS SE SE ees 19 2 12 SING Motion Data i s te Ed ES EER AE EER EL EE RS ate oes 20 2 12 1 Lightwave OO aaa aa MAR RE ER ER eee eS 20 212 2 Maya2 O aas KAS DEER DR RE RO OE ee a 22 2 19 General TOE asa EER aes EE keta Sofe zu beats 22 b
3. the steering behaviour has no effect on the movement of the bug If the checkbox is inactive the bug scans the whole arena for the target Checkbox Angle When active you can set a viewing angle in for the bug in which it scans the arena for the target When the checkbox is inactive the viewing angle is not limited which means 360 Radio Button Target When active you can define a point in the arena x y position in m used as target for the bug bugz User Manual Learning bugz Steering Behaviours 15 Radio Button Target Bug Use this to appoint another bug as a moving target for the steering behaviour 2 7 2 Arrival Arrival steering is also target based It is identical to seek behaviour when the bug is far away from the target but if the target is in a predefined distance Stopping Radius the bug slows down and eventually stops at the target Arrival I Sensor Range m W Angle 110 0 Stopping Radius rm 100 0 Image 2 15 Arrival Behaviour Tab 2 7 3 Alignment Cohesion Separation These three steering behaviours have in common that when one of them 1s attached to a bug it scans its field of view defined by sensor range and angle for other bugs and produces a steering vector according to the attributes of the scanned bugs Note that these behavioural rules just work with bugs of the same group at present t Alignment Cohesion Separation Sensor Range m F Angle f
4. Rion weai pactos Prarizeni Withering Default Steering heresse velacitnhi MesSpesn i Decease vele HI Mispesn E Mana select OF Cancel Image 2 22 Trigger Properties Dialog You see this dialog equals very much the properties dialog for groups and single bugs except all the property edits now have checkboxes in front Enable a checkbox to define what values should be changed according to your entry when the trigger fires After creation the trigger appears in the Object Browser right under the item Trigger pa Object Browser ls E3 Edit F Obstacles j b Image 2 23 Object Browser Trigger Entry Working with trigger entrys in the Object Browser equals working with groups or bugs Double click to update the properties Hit Del or Edit gt Delete to delete the selected trigger Maybe you already wondered what the trigger panel in ther property dialog for groups and bugs is for Here the answer use it to attach a trigger to the bugz User Manual Learning bugz Exporting Motion Data 19 group or bug Right clicking on the trigger panel will bring up a pop up menu Choose from the list of available triggers to put it in the listbox Now the specified bug will react to the trigger Biel Es Delete Trigger Image 2 24 Adding a Trigger 2 11 Exporting Motion Data After creating a nice looking simulation you might want to export the motion data to import it in a common animatio
5. Trails f Double Buffer Frame Delay 15 m Image 2 1 bugz User Interface As you can see the workspace consists of four different application windows Main Window The Main Window contains the toolbar where you can set different parameters for the application itself and the simulation parameters create new simulations groups and triggers Of course you can do common tasks like file handling by using the toolbar as well bugz User Manual Learning bugz Creating a Simulation 6 Object Browser All the different objects groups bugs obstacles triggers are listed here so you can update their properties or delete them Tools In the Tools Window you find various tools you will need for creating bugs and obstacles Animation Controller The Animation Controller is used to control the simulation process probably you have already noticed that it looks like a common vcr controller therefore its buttons nearly have the same functions Note that if any of these windows are not visible you can turn the display on and off using the menu item Window in the tool bar of the Main Window w Object Browser s Animation Controller Image 2 2 Toolbar Window Menu Items Of course this was just a rough overview of bugz s workspace It will be explained in depth during the next chapters 2 2 Creating a Simulation On startup the application has already set a simulation In fact it is neither possible to
6. have the application running without an active simulation nor is it possible to have more than one simulation at the same time To start a new simulation simply press Main Window File gt New Simulation Properties Ea Arena Width in m Size in Pixel Height in m Pr Color Simulation Properties Pinel per Meter Frames per Second If bugs leave arena f make them come again on the opposite side m deactivate then DOE M Cancel Image 2 3 Simulation Properties Window bugz User Manual Learning bugz Controlling a Simulation 7 The dialog gives you the options of changing the size and color of the space where the simulation takes place the Arena You also have the possibility to set the frame rate for the simulation if you want to export the motion data afterwards in an animation package make sure to set this value to the same framerate you are using in your animation If you realize that the properties you entered here during the process of building a simulation do not quite fit your needs you always have the possibility to change them hindsight Main Window Simulation gt Properties 2 3 Controlling a Simulation Now that you have set up a simulation it is time to learn how you can control the simulation process The key to this is the Animation Controller PS Animation Controller sec frame Loop at gt pj Image 2 4 Animation Controller Time
7. these properties and understanding their effect is one key in achieving good results and fine tuning your crowd motion Position The position of a bug is defined by two coordinates X and Y in m Since in the current version of bugz there is a predefined 1 1 pixel per meter ratio the coordiantes you define equal the pixelposition in the Arena Note that the origin of the coordinate system is in the upper left corner of the arena Therefore while the X position increases when you go to the left the Y position increases when you go down Orientation The orientation in indicates the direction the bug is taking Note that in consequence of this type of coordinate system the angle increases clockwise not as you are probably used to counter clockwise The angle used here is always a global one relative to the x axis Diameter The diameter defines the bounding circle of a bug this is only a rough approximation of the real shape but sufficient for the simulation At current State this value is not taken into account for the simulation but you can still use it as a reference and check whether intersections between other bugs or obstacles occure gt diameter of bounding circle om position aa orientation Image 2 12 Position Orientation and Diameter Maximum Force The maximum force in N is well the maximum force the bug can apply to itself The bigger this value the more strength the bug has the faster i
8. you want to be sure that a steering behaviours has full effect when its needed this combine mode produces good results 2 9 Creating Obstacles You can create two different type of obstacles lines and circles Creating them is easy just switch to obstacle creation by clicking the respective button in the Tools Window Tools E wN ol No Image 2 20 Tools Window Obstacle Creation Buttons Tools x Moving the mouse pointer over the Arena will change its shape from arrow to crosshair Click drag to draw one of the respective shapes PS bug untitled bgz PS bug untitled bgz File Edt Objects Simulation Window File Edit Objects Simulation Window DIO Image 2 21 Line Circle Creation Remember that if bugs should react on these obstacles you have to give them obstacle avoidance steering behaviour and add the respective obstacles in the listbox bugz User Manual Learning bugz Creating Triggers 18 2 10 Creating Triggers To change physical properties or steering behaviours during the simulation process you can create a trigger Main Window Objects gt Trigger g Trigger Properties OF x Trigger Properties Name Type Tine face Shape lies te aroun Bug Properties Diameter m 7 ies Mass ka we j Max Speed m z 7 hog lt IE Max Force IN 0 2 Min Speed m s I Current Speed ms P FID komune steeitid Beliavieure Wea te Linea Combination
9. Indicator The Time Indicator shows the current timestep of the simulation indicated in seconds and frames Button Play This button starts the simulation at the current time Selecting Menu Item Main Window Simulation gt Run has the same effect Button Rewind This button rewinds the simulation so the time is set to zero Selecting Menu Item Main Window Simulation gt Rewind has the same effect Button Pause This button pauses the simulation process at the current timestep Selecting Menu Item Main Window Simulation gt Pause has the same effect Checkbox Loop at When active you can set a certain point of time at which the simulation rewinds and restarts In the production of computer animation you will certainly have scenes of predefined lengths in which you want the crowd effects to appear given in a storyboard This feature helps you to focus on your sequence just enter the length of the shot you are working on When you start the simulation you can examine it again and again refine it until you achieve the desired results bugz User Manual Learning bugz Controlling a Simulation 8 Checkbox Show Trails When active you can see the path the bugs take Take into account that this feature is only useful when you are dealing with relative low numbers of bugs and or short terms because the arena will soon be full of paths Checkbox Double Buffer At each simulation step the display of the Arena incl
10. ans the focus of this introduction will be on how bugz s underlying architecture supports you in the creation of complex simulations 1 1 Behavioural Animation Techniques commonly used in computer animation are keyframing path animation scripting or physical simulation e g for animating collisions between different bodies Particle systems are also often used for animating rain dust in the wind smoke and related effects A particle system is a system in which forces such as gravity or wind are applied to mass points so that these mass points change their position in space In contrast to this in behavioural animation mass points are not forced from the outside forces are self applied based on physical attributes and one or many behavioural rules These so called steerings behaviours can be clever combined and attached to a number of mass points so these mass points are no longer simple physical objects but become autonomous characters referred to in this manual as bugs This concept tries to reflect on an abstract level of course the real life where all characters act based on individual behavioural rules their view of the world and the other characters surrounding them Think of a school of fish a flock of birds athlets running a marathon all groups of individuals with local behaviour rules avoid touching the other characters get from point A to point B try to stay near the other group members but the sum of a
11. ating Groups The next step in creating crowd motion is creating a group Main Window Objects gt Group g Group Properties Of x Group Properties Name Colour EER Member Count 0 Properties Diameter m 10 Mass kal 10 Max Speed m s thog Orientation 00 0 2 Max Force N O Min Speed m s 102 4 Current Speed mz U 2 Steering Behaviours Combine Steering Behaviours using Linear Combination Priority Weight Factors Default Steering te ncrease Velocity till MaxSpeed OF Cancel Image 2 5 Group Properties Think of a group object as a container for bugs Since you certainly do not want to set properties for each of these bugs they are organized in groups whose properties are then applied to each member bug You can still adjust the properties of every single bug but groups help you in adjusting parameters for a large number of bugs in minimum time Group Properties You can provide the name of the group the colour of the group members and a default name for new group members Physical Properties These physical properties you will learn about the different properties later on serve as default values for the bugs in the group Note that not only can you provide one value but a range of values specified by one value a percental deviation and a sign determining how the deviation is to be applied to the value coca Image 2 6 Range E
12. cle occurs then the steering behaviour will produce a steering force perpendicular to the obstacle at the point of intersection Listbox Obstacles Here is the place to determine obstacles the bug should avoid Right clicking the listbox will bring up a pop up menu with a list of all the obstacles available in the current simulation 2 8 Combining Steering behaviours Steering behaviours can be combined in numerous ways Choose a combine mode by clicking on the appropriate radio button Steering Behaviours Image 2 18 Combine Modes You can specify the influence of the specific steering behaviour by giving ita factor or precedence in its tab sheet weight Image 2 19 Combine Mode Value Edit bugz User Manual Learning bugz Creating Obstacles 17 Linear Combination All steering forces are linearly combined eg all steering behaviours have the same influence Weight Factors The steering forces are combined using weight factors you can provide if all steering behaviours have the same weight factor this combination mode equals linear combination Priority Providing a priority value for a steering behaviour means defining its position in a priority list Lower values indicate higher priority as these steering behaviours are the first to be evaluated Only if a higher priorized steering behaviour produces no result maybe because there was no target in the field of view the lower behaviour is evaluated If
13. dit bugz User Manual Learning bugz Creating Bugs 10 Pressing the OK Button will create the group it is now visible in the Object Browser beneath the entry Groups Doubleclicking the item will bring up the properties dialog again You can delete the group by selecting it and pressing Del Or Edit gt Delete a Object Browser ls E3 Edit E Groups Trigger b i Obstacles Image 2 7 Object Browser Group Entry 2 5 Creating Bugs The first thing to do to create bugs is switching to the bug creation mode Click the button with the bug in the Tools Window Tools x a NJ ol Bug Creation Mersin Image 2 8 Tools Window Bug Creation Button Clicking the button will enable the field Bug Creation Choose one of the available groups using the drop down box Soon you will create bugs that belong to this group The edit Density gives you the option to define how many percent of rectangular area you selected is to be filled with bugs Move the mouse pointer in the Arena of the Main Window Notice that it changes its shape from arrow to crosshair One click in the Arena creates one single bug A fast way of creating a large number of bugs is click dragging a rectangular area The status bar of the Main Window will tell you how many bugs will approximatly be created when you release the mouse button File Edt Objects Si File Edt Objects S Eo Image 2 9 Bug Creation Rectangle b
14. ionData Files you created with the bugz application Edit Scale Values by As in the current version of bugz the virtual coordinate system is fixed to a 1 1 meter per pixel ratio You can use this edit to provide a scaling factor to fit the data to your specific needs Edit Choose Iwo File Use this to specify a Lightwave Object File This lwo will be cloned for every member of the group you are importing the member s motions are attached to these objects If you do not provide a name here Null Objects will be created You can use these Null Objects afterwards to attach a more complex geometry to it Checkbox Parent Members to Group If active the group members will be parentend to the group Null Object so you can move the complete group moving the parent If deactivated all group members will be created as independent objects Checkbox Align Member Heading to Path If active the member objects will always be aligned to the motion path just as it is the case in the simulation The plugin will create motion curves for each member of the group whose group motion you are importing It will create keyframes at every frame you defined in the export dialog of bugz bugz User Manual Learning bugz General Tips 22 2 12 2 Maya 2 5 There is also a plugin for Maya 2 5 implemented using MEL Maya s skripting language Open the skript window Window gt General Editors gt Skript Editor choose File gt Ope
15. ll local movements results in a more or less coordinated crowd motion bugz lets you create such autonomous characters change their physical attributes apply various predefined steering behaviours you can even change them over time by using so called triggers and finally by simulating their interaction in a 2d world hopefully creates a nice looking crowd motion you can afterwards use in a computer animation package plugins for Lightwave 6 0 and Maya 2 5 are provided or for pure viewing pleasure Be warned this is not always an easy task these bugs have a mind of their own and sometimes it seems as if they don t want to be forced to do what you want them to But you were looking right for this kind of chaotic nonpredictable realistic motion were you not bugz User Manual Learning bugz User Interface 5 2 Learning bugz After you found out what bugz is all about this chapter will guide you through the process of creating a simulation It is suggested that you read everything carefully and then go right into the application and try to use your new earned knowledge practically 2 1 User Interface On startup bugz should look like this FA bug untitled bgz OP x Pr Object Browser Miel E3 Fla Edit Objecte Simulation Window 7 Edit Trigger i Obstacles Position 69 250 lx NI sl Bug Creation Density a Pr Animation Controller sec frame T Loop at 10 0 ME nmi Show
16. mes rows in the datagrid to use Take into account that large values will downsize the amount of data very much but on the other hand the exported motion will get less accurate values between 2 and 10 have worked well Click the Apply Button to actually delete the unwanted data and save afterwards to store the motion data 2 12 Using Motion Data There would be no much use in having the ability so save motion data if there was no way to use it afterwards Plugins have been written for Lightwave 6 0 and Maya 2 5 to import the data and work with it in the computer animation package 2 12 1 Lightwave 6 0 The Plugin for Lightwave 6 0 was created using Lightwave s internal scripting language LScript To run an LScript go to the General Options Dialog in Lightwave 6 0 At the bottom of the dialog is a drop down box for generic plugins named Generics From this box choose the LW_LScript entry the interpreter for LScripts Render Review Li LS Compiler Li LScript Image 2 26 Starting the LScript Interpreter A file dialog appears Choose the LScript to be executed the name for the motion import plugin is import bugzMotionData ls The script is interpreted and the dialog for the plugin appears bugz User Manual Learning bugz Using Motion Data 21 bugzMotionData Import c 04 00 Carsten Kolrefgmr de Image 2 27 Lightwave bugzMotionData Import Plugin Dialog Edit Choose bmd File Use this to load the bugzMot
17. n Skript load the file with the name import_bugzMotionData mel To run the skript select Edit gt Execute A dialog box appears resembling very much the look of the Lightwave Plugin you are already familiar with iri bugzHotonD ata Import c 04 00 carsten kolye gm de Choose bma Fila bmd Browse Scale values by Ii D Choose Object select object in scene or leave blank to create Locator Alan Member Heading to Path OF Cancel Image 2 28 Maya bugzMotionData Import Plugin Dialog In fact the options you can choose from are the same as in Lightwave with one exception You cannot define a object file but an object already available in the current Maya scene Just select an object in the scene and its name will show up in the edit field If you do not provide an object here Locators will be created instead The plugin will create motion paths nurbs curves and attach objects to these paths because Maya does not support aligning an object to a motion curve only defined by a set of keyframes Until you do not restart Maya you can restart the plugin by typing bmdImport in Maya s command line entry 2 13 General Tips Rewind before permanent changes You can change properties at every step in the simulation process but if you want the changes to be permanent make sure you rewind the simulation so the current time is 010 Only at this position your changes will be set as new starting values If you do
18. n package Open the Export Motion Data Dialog by pressing Main Menu File gt Export Motion Data g Export bgzMotionD ata OF E1 Export Time Shrink 2 la j Groupo 7 Mom take every frame KO All hous 10 ol Record Save Apply Values Member Count 7 180 0 7185 260 0 205 230 0 105 230 0 T10 230 0 115 500 120 FU 110 1852 042040 262 042040 232042040 232 04204 0 232 04204 0 2 04204 0 204204 0 155 974969 ZBIVA TRICE 235 9 49656 235 9 49656 2355 9 49696 55 97496954 75 9749694 Image 2 25 Export Motion Data Dialog Obtaining and exporting motion data is easy just follow theses few steps Below the Export panel there is an entry called Groups Choose a Group whose motion you want to export Note that the columns in the datagrid change accordingly to the number of members in the group The next step is to define the range of time in which the motion data is to be recorded Use the edit fields in the Time panel to do so As you change the values you will notice the number of rows in the datagrid changes too bugz User Manual Learning bugz Using Motion Data 20 Click on the Record Button to fill the cells in the data grid with motion data Now you can save the motion data to disk using the Save Button However you might want to reduce the amount of data for reasons of disk space and faster usage in the animation package In the Shrink Panel use the edit field to define which fra
19. not change the properties at zero time position your changes will be lost the next time you rewind or loop Provide talking names bugz assumes default names every time you create a group bug trigger etc but especially in complex simulations with lots of interaction between bugs be sure to provide talking names for the objects AlphaWolf of Wolfpack seeking slowCaribou of Herd is a lot more self explanatory than Member 1 of Group 0 seeking Member 34 of Group 1 bugz User Manual Learning bugz General Tips 23 Save Save Save Even though no problems were observed running the current version of bugz it is not possible to write software that runs under all possible circumstances without any error It is therefore suggested to Save often besides this is a good habit in general bugz User Manual
20. rs to a bug as you like Each steering behaviour produces one steering vector Specify how the different steering vectors are to be combined by choosing a combine mode bugz User Manual Learning bugz Steering Behaviours 14 2 7 1 Seek Flee Moth Seek Moth Flee These four behaviours are closely related They have in common that they all deal with targets in form of a fixed point in the arena or a moving bug Seek Seek behaviour causes the bug to align its orientation towards the specified target If a bug continues to seek it will pass through the target then turn back to seek it again Flee Flee behaviour is simply the inverse of seek It causes the bug to turn its orientation away from the target Moth Seek Moth seek is the same as seek except that the bug is moving in orbital paths around the target much like a moth buzzing around a light bulb Moth Flee Moth flee is the inverse of moth seek These steering behaviours all have the same properties Seek Flee Moth Seek Moth Flee I SensorRange m 100 0 Target 2 4 weoht i MM Anale 7 f Bug Member 1 of Group o E Group O Member_O ember Member 2 Member 3 Image 2 14 Seek Flee Moth Seek Moth Flee Behaviour Tab Checkbox Sensor Range When active you can define the radius in m of the sensor range in which the bug looks for the specified target If the bug does not find the target in the specified radius
21. t can change orientation or speed bugz User Manual Learning bugz Steering Behaviours 13 Mass Bugs with different masses in kg but the same strength indicated through the maximum force react differently on change of orientation or speed Heavy bodies usually react slower than light ones Maximum Speed Maximum speed in m s the bug can take Minimum Speed Minimum speed in m s the bug can take Setting a minimum speed can be useful if you want to force the bugs not to stop Current Speed The current speed in m s of the bug Now you know all the adjustable physical parameters By toying with these values you will soon get to know their effects 2 Steering Behaviours Adding steering behaviours is easy just click the right mouse button in the steering behaviour field seen in the group bug trigger property dialog and choose one of the predefined behaviours Steering Behaviours Combine Steering Behaviours using Linear Combination Priority Weight Factors Default Steering te ncrease Velocity till MaxSpeed Add Steering Behaviour Seek Delete Current Steering Behaviour Flee TO Moth 5eek Moth Flee Arrival MEET Alignment OF Cancel Cohesion Separation feollision Hold shee Obstacle Avoidance Image 2 13 Adding Steering Behaviours By attaching a steering behaviour to a bug you tell it how to behave You can add as much behaviou
22. uding the bugs and obstacles on it is repainted Since this repaint can and it surely does cause flickering effects all the necessary painting is done on a non visible arena and then copied to the visible arena While this greatly reduces flickering it reduces the speed of processing also If you are working on a real slow machine you might want to turn double buffering off but it is not suggested Input Frame Delay You can adjust the speed of the simulation process with this value slider It indicates the time in ms the simulation process waits before the next step is computed useful to examine motions at different speeds and the key to achieving realtime replay even when you have got simulations of different complexity 2 3 1 Current to Start Values This handy feature can not be found in the Animation Controller but under Main Window Simulation gt Current to Start Values You will see that often bugs exhibit the behaviour you are straving for not until a certain time has passed You do not have to wait all the time just use this command and you will start right with the properties the bugs had when you applied the command Now you know how to control a simulation You can already do this in an empty simulation but it will be much more entertaining with a little more complex setup In the next chapters you will learn how to add bugs to the arena bugz User Manual Learning bugz Creating Groups 9 2 4 Cre
23. ugz User Manual Foreword 3 Foreword Welcome to bugz bugz is a simulation system for creating crowd motion by applying mainly quite simple behavioural rules to autonomous characters with certain physical attributes and letting them interact in an environment you can enrich with obstacles of different types The aim of this manual is to intro duce you to many of bugz s features from the basic functions up to the crea tion of complex scenes It guides step by step through the process of creating a crowd simulation showing you the principles and working schemes of the bugz application Note that it is assumed that you are familiar with the basics of user interface interaction on Windows operation systems standard tasks like file handling and the principles of computer animation using professional software like Ma ya Lightwave 3D or 3D Studio Max Copyright Maya is a trademark of Silicon Graphics Inc exclusively used by Alias Wavefront a di vision of Silicon Graphics Limited Lightwave is a trademark of NewTek Inc Microsoft Windows and Windows NT are registered trademarks of Microsoft Corporation All other trademarks are property of their respective owners bugz User Manual Understanding bugz Behavioural Animation 4 1 Understanding bugz To understand bugz it helps to understand how bugz works at a conceptual level This chapter is designed to give you the main concepts of the bugz application This me
24. ugz User Manual Learning bugz Creating Bugs 11 In the Object Browser you will find the new bugs right under the respective group g Object Browser fe E3 Edit E Groups a E Group i Membi 1 Member 2 Member Member 4 Member 5 i kambar E Image 2 10 Object Browser Bug Entry These bugs inherited the properties defined in the superior group Of course you are able to view and edit these properties afterwards for every single bug separately A doubleclick will bring up the dedicated properties dialog pa Bug Properties Of x Bug Properties Mame of Group T Position x 150 0 Trigger Properties Diameter m Mass ka Max Speed ms Orientation Max Force M Min Speed m Current Speed mre Steering Behaviours Combine Steering Behaviours using Linear Combination Priority Weight Factors Default Steering Image 2 11 Bug Properties This dialog equals the one used for groups in many ways except for the fact that you can not edit value ranges but only single values There is also the new property Position By now you know how to create groups and bugs and how to control the simulation The next step will be to learn about the different properties and steering behaviours bugz User Manual Learning bugz Physical Properties 12 2 6 Physical Properties Each bug has certain physical properties which affect the way it moves in simulation space Knowing
Download Pdf Manuals
Related Search
Related Contents
PULSANTIERA 2013 self clean owners manual (english) FINAL 110812 Tender Document Generac Power Systems 004188-1 Portable Generator User Manual Quick Start Guide - Lacon Electronic GmbH JVC GR-AXM917UM User's Manual INSTRUCCIONES DE INSTALACIÓN Y FUNCIONAMIENTO Copyright © All rights reserved.
Failed to retrieve file