2009
Vector Field Object Lets you designate the obstacle object. Click this button,
and then select the object around which the vector field is to be generated.
Thereafter the object's name appears on the button (which is intially labeled
“None”).
NOTE You can only use primitives and unmodified editable mesh objects as
obstacles. Also, the object should be fully enclosed in the Vector Field lattice.
Range Determines the volume within which vectors are generated. Default=1.0.
The range is represented in viewports as an olive-colored wireframe that starts
out the same size and shape as the obstacle object. Increasing the Range setting
moves the wireframe away from the obstacle object in the direction of its
surface normals.
In crowd simulations, the Range outline is where the delegates start to "see"
the obstacle object, and begin to turn to avoid it. If your crowd members are
penetrating the obstacle, or even just coming too close to it before turning,
increase the Range setting. Also try increasing the Vector Field lattice resolution
and/or the Sample Res setting.
Sample Res(olution) Acts as a multiplier of the effective sampling rate used
on the obstacle object's surface to calculate vector directions in the field.
Default=1.
The basic sampling rate is determined by the program from the size of the
lattice and the size of each polygon.
Use Flipped Faces Causes flipped normals to be used during the computation
of the vector field. Default=off.
By default, vectors are generated in the same direction as the obstacle object's
face normals, so that assuming these face normals point outward, objects
move around its exterior in a crowd simulation. However, if you want objects
to remain within an object's interior, turn on Use Flipped Faces.
TIP If you run a crowd simulation inside an object that is also being viewed from
the inside, such as a room, you'll probably want the object's faces to point inward.
In that case, use Editable Mesh/Edit Mesh > Surface Properties to flip the normals,
and don't turn on Use Flipped Faces.
Compute Calculates the vector field.
Always recalculate the vector field after changing any parameters except those
in the Force group.
Crowd Animation User Interface | 4923