Constructor
crowd ...
Properties
<crowd>.simStart Integer Default: 0
The first frame of the simulation.
<crowd>.solveStart Integer Default: 0
The frame at which you begin solving.
<crowd>.solveEnd Integer Default: 100
Specifies the last frame considered for the solution.
<Crowd>.deleteKeys Boolean Default: False
When true, Crowd deletes the keys of active delegates in the range over which the solution takes place.
<Crowd>.saveNthPos Integer Default: 1
Saves every nth position frame after the solution.
<Crowd>.saveNthRot Integer Default: 1
Saves every nth rotation frame after the solution.
<Crowd>.flashing Boolean Default: True Alias: Hilite_Delegates_During_Assignments
<crowd>.vectorScale Float Default: 1.0
Globally scales all force and velocity vectors that are displayed during the simulation. Scaling vectors up helps to see them better when they are very small. It does not effect the simulation.
<Crowd>.useScript Boolean Default: False
When true, Crowd executes a script at each frame of the solution.
<Crowd>.functionName String Default: "PerFrameFn" Alias: Script_Context_Name
The name of the function to be executed. This name must also be specified in the script.
<Crowd>.script String Default: Undefined
<crowd>.update Boolean Default: True Alias: Update_Display_During_Solve
When true, motion produced during solution of a crowd simulation appears in the viewports.
<Crowd>.updateFrequency Integer Default: 1
How often the display is updated during the solution. If 1, the update occurs every frame. If 2, the update occurs every other frame, and so on.
<Crowd>.solveForBipeds Boolean Default: False
When on, only biped/delegates are included in the computation. Also, the options to use priorities and backtracking become available. These options are available only for biped-only computations.
<Crowd>.usePriorities Boolean Default: False
When on, biped/delegates are computed one delegate at a time, in order of their Priority values, from lowest to highest. Also, backtracking becomes available and Step Solve becomes unavailable.
<Crowd>.backtracking Boolean Default: False
Turns on backtracking functionality when solving a crowd simulation that uses bipeds. When Backtracking is on during the solution, in the case of an impending collision between bipeds, the Crowd system will back up the simulation to the beginning of the current clip, and then try a different traversal of the lower-priority delegate/biped's motion flow graph. If necessary, the system will back up two or more clips.
<crowd>.showCollisions Boolean Default: False Alias: ClearColl
When true the delegates that collide are highlighted in the collision color.
<crowd>.whenToShowCollisions Integer Default: 0
0 û only during collisions - Colliding delegates are highlighted only in frames in which they actually collide.
1 û always - Colliding delegates are highlighted in frames in which they collide and all subsequent frames.
<crowd>.collisionColor Color Default: (color 255 0 0)
The color swatch indicates the color used to highlight colliding delegates.
<crowd>.IconSize Float Default: 0.0
<crowd>.behaviors ArrayParameter Default: #()
Array of Behavior objects
<crowd>.teams ArrayParameter Default: #()
Array of Team objects
<crowd>.assignments ArrayParameter Default: #()
<crowd>.cogcontrols ArrayParameter Default: #() Alias: Cognitive_Controllers
<crowd>.scatter MAXObject Default: Scatter_Parameters
<crowd>.objAssoc MAXRefTarg Default: ObjAssoc Alias: Object_Delegate_Associations_Parameters
Display the dialog to link any number of delegate-object pairs.
<crowd>.smooth MAXRefTarg Default: Smooth Alias: Smoothing_Parameters
Display the Smoothing dialog to smooth existing animation keys on a solved simulation to create more natural-looking animation
<Crowd>.priority MAXRefTarg Default: Priority -- Read-only; Alias: Priority_Parameters
See also