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.