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Walking Gait 1033
The < roll> parameter is a placeholder for the roll
angle—but this is an "empty," unused p arameter
that must always b e zero. To use roll in a VUE file,
use a camera view instead of a user view.
The <w idth> par a meter is the width of the
rendered image, in world units.
Camer a Vi ew Comma nd
Renders a camera view .
The<x>,<y>,<z>parametersarethecameras
location.
The <tox>, <to y>, <toz> parameters are the
location of the cameras target.
The <roll> parameter is the camera roll angle, in
degrees.
The < focal> parameter is the camera’s focal
length, in millimeters.
Walki ng Gai t
One of the predefined biped gaits available in
footstep animat ion (page 3–943) (the others are
running and jumping). In a walking gait, at least
onefootisalwaysincontactwiththeground.
Wa ll R epel B ehav ior
In crowd animation (page 2–1154),theWallRepel
behavior uses a grid object to repel delegates.
When influenced by the Wall Repel force, delegates
turn unti l they’re heading away from the grid. This
behavior is useful for keeping objects inside an
enclosed,straight-sidedenclosure,suchasaroom
in a building.
Wall S eek Behav i or
In crowd animation (page 2–1154) ,theWallSeek
behav ior uses a grid object to attract delegates.
When influenced by the Wall Seek force, delegates
turn until they’re heading toward the grid. This
behav ior is useful for moving objects toward a
rectangular area, such as a doorway.
You can set the grid to attract from either side or
both sides, and optionally specify a maximum
distance for attraction. You can also set the
behavior to act as though the grid extends
infinitely along its plane.
Wander B ehavior
In crowd animation (page 2–1154),theWander
behavior imparts a random motion to delegates,
letting you simulate meandering activity in which
delegates m ove and turn in a haphazard manner.
The behavior 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.
Weigh t Curve
In the Motion Mixer (page 3–976),weightcurves
define the amount of influence a clip (pag e
3–975) or track (page 3–1023) has on the mixed
animation.
On a layer track (page 3–961), each clip has its own
weight curve. On a transition track (page 3–1027),
onecurvedefinestheinfluencefortheentire
track. On a balance track (page 3–914),theweight
cur ve determines the degree of automatic balance
compensation applied to the biped motion.
Wire
Particle Flow uses wires to show connections
between events in Particle View (page 2–125).
There are two types of wires: one that connects