Online Help Index
Automatron Crowd Simulator
Crowd Scatter Panel
The buttons are listed here in the order in which they are used in the creation of a Delegate Group.
How it works: first you scatter the delegates on a surface and then in the Delegate Group panel you create the Group. You can also rescatter an existing Delegate Group with new settings.
A mesh surface is required to scatter your Delegate Group. This can be any mesh object such as a geometry primitive, Editable Mesh, or Poly Mesh. The scatter tool will add a mesh select modifier to the top of the stack if it is a primitive or poly mesh. For best results in the simulation, make sure your meshs surface is smooth enough for the delegates to slide over. Hard angles will not make for a good solution.
The little button at the top center of the panel will make a plane for scattering and assign it as the scatter surface.
Each member of the Delegate Group will have this name as a prefix followed by a count number. Make sure the name is unique in your Max scene. After you hit the Scatter Button, you will end up with a bunch of cylinder objects with this name.
This will be the name of your Delegate Group and also the name of the NamedSelectionSet of the Delegate Group.
Radius and Avoid
This is the delegate size and avoidance radius. As you scatter the delegates, they will attempt to position themselves on the scatter surface only when they find an open space that does not collide with another delegate.
How many delegates would you like in your group? Its best to start off with a very small number, find settings that work well and then you can rescatter the Group with a different count. I often just work with 1 to 5 delegates until I know I have a good bunch of settings. I have tested the system with 500 delegates.
The height of the cylinder objects for display purposes only.
When scattering your Delegates, each Delegate will look for a position where it will not collide with another Delegate. Make sure your scatter mesh is big enough area wise to allow for this to happen, otherwise the process will take longer. If not enough space is available to give each Delegate its own space based upon the Avoid value, the scatter routine will quit before it scatters the count you request.
Delegates will find a random position.
Delegates will only scatter onto the center of the faces of your scatter mesh, and will only scatter a count that is less then or equal to the scatter mesh face count.
Delegates will only scatter onto the vertices your scatter mesh, and will only scatter a count that is less then or equal to the scatter mesh vertex count.
Use Face Selection
Delegates will only scatter onto the selected faces of your scatter mesh. Use a Mesh Select Modifier at the top of the stack of your scatter mesh to select the faces.
These values can be edited after a scattering has occurred.
Delegates will be aligned to the scatter mesh surface, but will point randomly in their local z axis.
Delegates will be aligned to the scatter mesh surface, but will point in their local z axis with the scatter mesh face normal.
This will select any Max Object to serve as a lookat target for each Delegates local z axis.
Toggles the LookAt option without having to pick a new target.
This provides an offset to the alignment method you have chosen, except for the Random method.
This provides a random offset to the alignment method you have chosen, except for the Random method.
Creates a new Delegate Scattering. After the scatter, you are free to move and rotate the Delegate manually, just try and keep them aligned to the scatter mesh in a similar fashion.
Rescatter Existing Group
The selected Delegate Group in the Delegate Groups panel can be rescattered with new settings in this mode.
Does the Scattering. A series of cylinder object will be created with the Delegate Name plus a count number as their names. A NamedSelectionSet will also be created. Please let Automatron deal with managing the NamedSelectionSets it creates or there may be trouble.