When you are in director mode you can simply use the WASD hotkeys to move your character. You can even set different behaviors such as walk, fly, and run to switch between different modes for the character. Various types of move behaviors, such as accelerate, decelerate and terrain follow/snap can be set in Move command.
| Attribute |
Description |
Setting |
| ModeID |
ModeID allows you to divide the move commands into three different behavior modes: walk, run and fly or even more. When you have set behavior with different behavior sets, you can then be able to switch between each of the behavior by using "X" (Next Move Behaviour) and "Z" (Previous Move Behaviour) keys in Director Mode. In the illustration below you can see that there are three motions: walk, run and fly. After you switch to each mode you can control the character to go to different directions of the current mode.
You can create up to 5 different behaviour sets in each AML script. |
Data Type: INT Max: 5 Min: 1 |
| TargetType New for iClone4 |
Designate a target group that the command will be affecting: Character, Object, Rider(eg. link to car) or Owner.>Character: The attributes defined will be used on the character in selection.Object: The attributes defined will be used on the iProp in selection.Rider: The character (child) is linked to the iProp (parent), so when the iProp moves, the character perceives any movement from the iProp. Owner: Owner refers to a character (parent) that has an iProp (child) linked to the character. Since the iProp is the child of the character, the character acts as the owner of the iProp. |
Data Type: ENUM Default: Object |
| TargetNode New for iClone4 |
Designate a node that the clip will be affecting.The designate node within the character or the iProp that is been defined in the TargetType field. This field is represented by "$.Egg", where "$" is the parent (bird) and "Egg" is the child. |
Data Type: Node |
| Direction |
The move directions (Forward, Backward, Leftward, Rightward, Upward and Downward) of the character or the prop in selection.
Note: Combination use with the move "Type" attribute to define a more complex direction movement. E.g. Forward can be defined as ForwardOnly or ForwardAllTurn. |
Data Type: ENUM |
| Type |
Type defines the object's movement capabilities on the following status: stationary, forward, backward, shift left/right and shift up/down. E.g. helicopter has 7 capabilities, i.e. helicopter contains 7 movement types.StationaryNoTurn: the prop remains in the same position without turning motions. E.g. steering wheel. StationaryLRTurn: the prop remains in the same position with left and right turning motions. E.g. metronome. StationaryUDTurn: the prop remains in the same position with up and down turning motions. E.g. shoulder press. StationaryAllTurn: the prop remains in the same position with all turns. E.g. helicopter. ForwardOnly: moving forward and no left or right turn. E.g. train. ForwardLRTurn: moving forward and turn left or right. E.g. scooter. ForwardUDTurn: moving forward and turn upward or downward. E.g. jet. ForwardAllTurn: moving forward and turn in all directions. E.g. bird. LeftShift / RightShift: be able to move leftward / rightward. E.g. crab. UpShift / DownShift: be able to move upward / downward. E.g. pump.  |
Data Type: ENUM |
| Accelerate |
Accelerate (m/s2) means the increase in speed while the car is moving. The higher the value, the faster the car starts to move and then reaches to the maximum speed defined in the “MaxSpeed” attribute. |
Data Type: INT |
| MaxSpeed |
MaxSpeed (cm/s) defines the maximum speed for stability in motion. |
Data Type: INT |
| Decelerate |
Decelerate (m/s2) defines when the object is nearly to the destination point, then the object enters the decelerate status. While the object is in the decelerate status, it continues to decelerate until it reaches to “0” speed or when it arrives to the destination point. |
Data Type: INT |
| RotSpeed |
RotSpeed (degree/sec) defines the rotation speed of the object making the turn.
If the RotSpeed value is too small, the object might have difficulities reaching the destination. |
Data Type: INT Max: 360 Min: 0 |
| InitRotSpeed |
InitRotSpeed (degree/sec) defines the difference in angle between the direction of the character and the angle of the destination. If you did not define any values in this field, RotSpeed will overwrite. InitRotSpeed only works in Editor Mode or when in Operate's Movement mode. When InitRotSpeed = 15, the character is hard to get to the destination. When InitRotSpeed = 30, the character is easier and faster to get to the destination. |
Data Type: INT Default: =RotSpeed Max: 360 Min: 0 |
| SpeedAffectAngle |
When this attribute is set, the degree of the turning angle is determined by the speed of the object. If the current speed is smaller than the MaxSpeed when making the turn, the RotSpeed will reduce at the same time.
eg. Car = TRUE; Human, Tank = FALSE |
Data Type: BOOL Default: FALSE |
| DecelerateWhenTurn |
The object decelerates depending on the angle of the destination. This simulates the status when a transportation is turning in decelerate state.
E.g. Car = TRUE; Human or Tank = FALSE |
Data Type: BOOL Default: FALSE |
| TerrainSnap |
When TerrainSnap is TRUE, the object always snaps and adjust its height to the terrain. E.g. horse and human which keeps vertical to the sea level
 |
Data Type: BOOL Default: TRUE |
| TerrainFollow |
When TerrainFollow is TRUE, the object moves along the terrain and rotates to follow the surface normal. E.g. cars, tanks, lizard and ants.
 |
Data Type: BOOL Default: FALSE |
| MaxFollowAngle |
When TerrainFollow is true, the Z rotation (degree/frame) of the prop changes to the maximum angle. The smaller the value the smoother the result, but further from the original terrain shape. When you have bigger value, the prop can follow the steeper shape of the terrain.
Compare the illustration from the left to the right; the illustration on the right gives an instant result of the tank to the terrain. |
Data Type: INT Default: 5 Max: 180 Min: 0 |
| PriorityMode |
PriorityMode gives you the option to define animation first or transform first. |
Data Type: ENUM Default: Transform |
| VerticalAxle New for iClone4 |
Assign a rotation node for it to move vertically up and down while in Director Mode. E.g. the tank's turret node rotates vertically without rotating the base of the tank. |
Data Type: NODE |
| HorizontalAxle New for iClone4 |
Assign a rotation node for it to move horizontally right and left while in Director Mode. E.g. the tank's turret node rotates horizontally without rotating the base of the tank. |
Data Type: NODE |
| PitchSpeed New for iClone4 |
This command controls the speed while the axle is moving up and down. |
Data Type: FLOAT Default: RotSpeed Max: 360 Min: 0 |
| YawSpeed New for iClone4 |
This command controls the speed while the axle is moving left and right. |
Data Type: FLOAT Default: RotSpeed Max: 360 Min: 0 |
| ProbeDistance |
Set probe distance to blockages (the distance from the object's bounding box center to the character's center root). The character will stop or turn away from the block before it hits the block.
 |
Data Type: INT |
| ProbeOffsetX |
ProbeOffsetX references from the root of the character (0, 0, 0) or reference from the ProbeDistance parameter to offset the block detection point. |
Data Type: INT Default: 0 |
| ProbeOffsetY |
ProbeOffsetY references from the root of the character (0, 0, 0) or reference from the ProbeDistance parameter to offset the block detection point. |
Data Type: INT Default: 0 |
| ProbeOffsetZ |
ProbeOffsetZ references from the root of the character (0, 0, 0) or reference from the ProbeDistance parameter to offset the block detection point. When the character moves, it automatically detects the height of the prop in the front. If the ProbeOffsetZ is set too high and the prop is too low. Then, the character will crossover the prop. |
Data Type: INT Default: 0 |
| BlockStopAngle |
If the destination angle and the blockage angle is SMALLER than the BlockStopAngle, the character will stop. The character can only get to the "B" point, because the destination angle (50) is SMALLER than the BlockStopAngle (90). The character gets to the "C" point, because the destination angle (50) is LARGER than the BlockStopAngle (1).
| Data Type: INT Default: 5 Max: 90 Min: 0
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