Animating Biped Crowds
Animating Biped Crowds
Associating Bipeds with Delegates
Creating Character Families
In this lesson, you'll develop a crowd scene
containing two families of panda bears roaming around their environment.
In this first lesson, you'll set up one biped for each member of
the Black and Brown families, and scale them accordingly to create
a father, mother, and a child panda.
When creating a biped crowd scene, you will
need a number of characters. You can easily create a number of similar
characters from one character. The resulting crowd members can be
slightly smaller or larger than one another, or have different clothing,
skin or hair color.
You’ll save each character separately under
its own file with a different biped and mesh name, and create families
by merging each one into a scene with other characters.
Set
up the lesson:
- Load
the file tut_black_papa.max.
This file contains a lone black-and-white panda.
From this panda you will create a series of six pandas, each with
different biped and skin names. Some pandas will be black and white,
others will be brown and white.
- Press H on
the keyboard to display the names of objects in the scene.
The panda biped is named Black_Papa_Biped,
while the panda mesh is named Black_Papa_Skin.
- Close
the Select From Scene dialog.
- Save
the file as my_black_papa.max.
To create more characters for the crowd scene,
you will save different versions of the black papa bear.
Scale
to create a new character:
- Select
the mesh, and change its name to Black_Mama_Skin.
-
Select
any part of the biped hierarchy (not the skin) and go to the Motion
panel.
-
Turn
on Figure Mode.
- In
the Structure rollout, change the biped’s Height value to 110.
The skin changes size along with the biped.
This creates a slightly smaller version of the bear, to represent
the mama bear.
NoteIn
some situations, changing the biped’s Height won’t scale the character
uniformly. If you have exclusively used envelopes for vertex adjustments,
and haven’t made any custom vertex assignments with the Vertex sub-object
level, the method described here will scale the character correctly.
-
Turn
off Figure Mode.
- In
the Biped rollout, if necessary, expand the Mode and Display expansion
bar to see the Name field, and enter the name Black_Mama_Biped.
Reposition
the scaled character:
Now you'll need to move the mama bear away from
its original location to prevent the bears from coming in on top
of one another when they are merged later on.
-
In the
Track Selection rollout, click Body Horizontal.
-
Turn
on Auto Key and make sure that you're at frame zero.
- In
the Front viewport, move the mama bear's COM (center of mass) to
the right of its original location.
-
Turn
off Auto Key.
- Save
the scene to the file my_black_mama.max.
Change
and save the baby bear:
-
Select
any part of the biped and turn on Figure Mode.
- In
the Biped rollout, change the Name to Black_Baby_Biped.
- In
the Structure rollout, change the biped’s Height value to 60.
-
Turn
off Figure Mode.
-
Turn
on Auto Key and click Body Horizontal. While at frame zero, move
the baby bear to the right of its original location. Turn off Auto
Key.
- Select
the mesh, and change its name to Black_Baby_Skin.
- Save
the scene to the file my_black_baby.max.
Merge
the family members to one file:
- Choose
File menu > Merge, and choose the file my_black_mama.max.
If you didn’t create this file, you can choose tut_black_mama.max.
In the Merge my_black_mama.max dialog, click All, then click OK
to merge. When you see the message regarding the duplicate material
name, click Use Scene Material.
If the mama bear comes in on top of the baby
bear, use the method described in earlier procedures to move them apart.
- Merge
the file my_black_papa.max or tut_black_papa.max.
Merge all objects in the file. If necessary, move the bears apart
by using the above procedure to reposition the scaled character.
You have just created a family of black-and-white bears.
- Save
the scene as my_black_family.max.
Create
a family of brown bears:
-
Open
the Material Editor.
The multi/sub-object material Black Panda has
two sub-materials, Black and White. You will change the black material
to a brown material to create brown-and-white pandas.
- In
the Multi/Sub-Object Basic Parameters group, click the Black (standard)
button. In the Blinn Basic parameters group, click the Diffuse button
and in the Color Selector, set the color to brown and click OK.
TipTo make the color brown, create a dark red-orange
color such as
RGB:[95,79,38]
.
The color changes on all the pandas. Now you
have a family of brown-and-white pandas.
- In
the Material Editor, change the name of the material to Brown.
-
Click
Go to Parent on the Material Editor toolbar, and change the multi/sub-object
material name to Brown Panda.
- Select
the papa bear biped, and change its Name in the Biped rollout to Brown_Papa_Biped.
- Select
the papa bear mesh, and change its object name to Brown_Papa_Skin.
- Change
the mama bear biped name to Brown_Mama_Biped,
and the mesh name to Brown_Mama_Skin.
- Change
the baby bear biped name to Brown_Baby_Biped,
and the mesh name to Brown_Baby_Skin.
-
Turn
on Auto Key. For each biped, click Body Horizontal, and move the
bears forward from their original locations. Turn off Auto Key.
This will prevent the black bears from merging
in on top of the brown bears in the next procedure.
- Save
the scene as my_brown_family.max.
Merge
all the bears:
- Choose
File menu > Merge, and merge the file my_black_family.max or tut_black_family.max into
the current scene.
If necessary, move the bears apart.
These two families of bears will be used to
set up a biped crowd simulation in the lessons that follow. The
family will be easier to work with if the meshes are hidden.
- Select
all six skins.
- Right-click
one of the skins, and choose Hide Selection from the quad menu.
- Save
the scene as my_families.max.
You can find a finished version of this lesson
in the file tut_families.max.
With this technique of creating character families,
the key is to name each biped, skin and material differently. When
you merge the characters together in a scene, there will be no difficulties
with duplicate object names or materials, and you’ll know the names
of each character’s biped and skin.