Move Commands

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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.

Image:mode01a.gif Image:mode02a.gif Image:mode03a.gif

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.

Image:riding2.jpg

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.

Image:drinking2.jpg
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.

Image:bird.jpg
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.

Image:stationary2.jpg Image:StationaryLR3.gif Image:stationaryUD2.gif Image:stationaryAllTurn.gif

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.

Image:ForwardOnly2.jpg Image:ForwardLR3.jpg Image:ForwardUD2.jpg

LeftShift / RightShift: be able to move leftward / rightward. E.g. crab.
UpShift / DownShift: be able to move upward / downward. E.g. pump.

Image:LeftRightShift.gif Image:UpDownShift.gif
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.

Image:accelerate.jpg
Data Type: INT
MaxSpeed MaxSpeed (cm/s) defines the maximum speed for stability in motion.

Image:maxspeed.jpg
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.

Image:decelerate.jpg
Data Type: INT
RotSpeed RotSpeed (degree/sec) defines the rotation speed of the object making the turn.
Image:Rotspeed6.jpg

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 = 15, the character is hard to get to the destination.
When InitRotSpeed = 30, the character is easier and faster 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

Image:Terrain Snap 03.jpg
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.

Image:Terrain Snap 05.jpg
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.

Image:MaxFollow102.jpg Image:MaxFollow 90.jpg

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.

Image:prioritymode.jpg
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.

Image:turret_vertical.jpg
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.

Image:turret_horizontal.jpg
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.

Image:ProbeDistance3.jpg
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.

Image:Probex4.jpg
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.

Image:Probey4.jpg
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.

Image:Probez4.jpg
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 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).
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