Camtasia Demonstration





Screen capture of the A.I. module operating using mode One and mode Two.



Examining the A.I. Generator ( Dynamic Performer v1.06 )

This page explains the various parameters associated with the A.I. Generator.
The A.I. Generator is the fourth U.I. Window comprising Dynamic Performer.

Implementation Parameters


      Facing vector
    This crucial parameter establishes cardinal points which aids in governing
    all the units within the system.  
					
      Implementation Type
    Working in conjunction with the Layout Generator; the implement type parameter
    informs the A.I. Generator of the unit's anatomy.

    Depending upon how a unit has been constructed when initializing the layout
    generator, a unit's anatomy (Maya DAG Hierarchy) will be constructed differently.
    There is a radical difference between how the Crowd Layout Generator constructs
    an "Instanced Performer" (Mode 1) versus a "Dynamic Performer" (Mode 2) versus 
    a "Motion Archiving Performer" (Mode 3).		

    The Implementation Type parameter enables the A.I. Generator to correctly
    "inspect" a unit's anatomy without throwing an exception.

    Anim Build 
	 Option applicable only for performers created with motion 
         archiving compatibilities.
Dynamic Applicable only for performers established as dynamic performers.
Instanced This option establishes the most basic form of A.I. generation.

Objects


      Boid Objects
    Regardless of the performer's type (Instanced, Dynamic, Motion Archiving) 
    all agents consist of a "control structure".  The parent maya DAG node
    associated with a unit's "control structure" is what defines an individual
    agent.  The user simply selects the "control structure" of each unit and
    selects the confirm button which enters each unit as input data.
					
      Obstacle Objects
    After selecting geometry to serve as avoidance objects, the user simply
    clicks the confirm button to enter the appropriate objects as data.
					
      Arrival Objects
    After selecting objects to serve as arrival objects, the user simply
    clicks the confirm button to enter the appropriate objects as data.
					
      Wall Objects
    After selecting objects to serve as barriers or wall objects, the user
    clicks the confirm button to enter the appropriate objects as data.
					

Library Parameters


      Use Multiple archives
    This option enables the use of multiple archives when using diverse joint
    hierarchies.
					
      File Sourcing Type
    When using the A.I. generator to control performers with motion archiving
    capabilities, this option instructs Dynamic Performer to source stored motion
    archives incrementally or randomly.
					
      Stand Library
    This input option stores the absolute file path to a unit's standing
    motion archive(s). This option is only available for units generated
    for motion archiving. 
					
      Dead Stop Library
    This input option stores the absolute file path to motion archives 
    representing a unit's stop automation. This option is only available
    for units generated for motion archiving. 
					
      Arrival Library
    This input option stores the absolute file path to motion archives 
    used to govern a unit's arrival automation. This option is only available
    for units generated for motion archiving. 
					
      Walk Library
    This input option stores the absolute file path to motion archives 
    used to govern a unit's walk automation. This option is only available
    for units generated for motion archiving. 
					

Library Transitions Parameters


      Dead Stop Lib Transition
    This input option stores the transition motion archive(s) which will be read
    prior to a unit exhibiting a desire to stop. This option is only available
    for units generated for motion archiving.  
					

Wandering Type


      True Wandering
    This option ensures that a unit's navigation is never restricted.
					
      Strict Wandering
    This option establishes a unit's navigational direction at "birth" and 
    subsequently constrains the unit's heading direction.  Strict navigation
    implies that the unit will always attempt to return to a set heading
    vector regardless of all path obstructions.
					
      Ping Pong ( Influenced Wandering )
    This option establishes a unit's navigational direction at "birth". 
    Unlike strict wandering a unit's heading direction will be
    impacted by path obstructions.  Any navigational adjustment required
    by the unit to avoid a path obstruction will result in the unit
    adopting the navigational heading adjustments resulting from the
    path obstruction.  The last navigational heading adjustment required
    by the unit will become the unit's new navigational heading direction.
					

Wandering Attributes


      Wandering Angle
     This value establishes the maximum change to a unit's directional heading.  
     The Wandering Type option can also influence the wandering angle. 
     If the user selects a wander type of Strict or Ping Pong( Influenced Wandering )
     the wandering angle would be ignored or used only once.
	
 					




Wandering Angle Video Demonstration (High Angle)

In this demonstration the wandering angle has been set to a value of 180. Using very high values prevents the unit from committing to a specific direction.










Wandering Angle Video Demonstration
(Extremely Low Angle)


In this demonstration the wandering angle has been set so low as to prevent the units from turning left or right.






Avoidance Type


      Partial
    When a unit's path is obstructed, this option requires the unit to make
    one single effort to adjust its heading direction in order to avoid 
    the obstacle.  
					
      Maximum
    When a unit's path is obstructed, this option demands that the unit make
    repeated adjustments to its heading direction while in the proximity of
    the obstruction.
					




Maximum Avoidance Video Demonstration

The yellow spheres represent repeated heading adjustments imposed upon units when they are in danger of colliding with obstacles.










Partial Avoidance Video Demonstration

The yellow spheres represent the path of a single request to alter a unit’s heading direction.






Potential Attributes


      Bystanders
    The total number of potential bystanders.
					
      Probability
    If a unit has the potential to behave as a bystander, this option establishes
    the probability that the unit will evoke this behavior.  This option is a
    global option which established the probability for all applicable units.
					
      Stand Wait
     If a unit has evoked this potential behavior this option establishes a min
     and a max duration value which governs how long this behavior will remain
     active.
					

Arrival Attributes


      Arrival Distance
	This parameter determines the distance  Explanation Coming Soon..
					
      Arrival Wait
    	This option establishes a min and a max duration value which governs
	how long a unit will remain in front of an arrival object.