Behavior Editor

The Behavior Editor is a design tool for creating and managing complex behaviors by composing multiple behaviors and operators.
 
The Behavior Editor can be accessed through:
  • Crowd Shelf: 
  • Crowd Menu: Behavior Editor
  • MEL command: glmCrowdBehaviorEditor;

Behavior Editor Overview

The Behavior Editor GUI

This part describes the GUI of the Behavior Editor:
 
Behavior Editor GUI
 
The Behavior Editor is composed by three windows and a tool bar:
  • The workspace, to design complex behaviors by adding, moving, ordering operators and single behaviors. This window is divided in tabs, each tab is able to show the content of a container
  • The Behavior Library is the toolbox of the Behavior Editor. All single behaviors and operators are available for being added in the workspace. Just drag and drop behavior in the workspace to create a new one, create a new container behavior and its related tab in the workspace by double clicking on the container icon in the operators view
  • The Behavior Outliner is a snapshot of the CrowdEntityTypes, behaviors and operators currently available in the scene. Open the CrowdBeContainer mapped to the CrowdEntityTypes by double clicking on the desired CrowdEntityType. Add a previously created behaviors or operators in the current edited Container Behaviors by drag and dropping from the behaviors list to the workspace.
  • The tool bar allow an easy access to the following tools :
Behavior Editor Tool Bar
 
  •  The link button, to draw a link between behaviors inside the workspace, it's also possible to use the mouse-middle to draw a link
  •  The back to parent button, to get back to the parent of the current container. It's also possible to use CTRL+Double-Click to get back to the parent
  •  The frame all button, to fit the workspace to all behaviors of the current container tab
  •  The frame selection button, to fit the workspace to the current selection. Press "F" Key for the same result
  •  The real size button, to resize the workspace to the initial size
  •  The Behavior Library button, to show or hide the Behavior Library window
  •  The Behavior Outliner button, to show or hide the Behavior Outliner window

 

Behavior Library

The Behavior Library allows accessing to all built-in Behaviors and Operators available for the design of complex behaviors.
 

Behaviors view

This view contains the built-in behaviors. This part gives an overview of each ones:  
 
Icon Behavior Description
Goto makes an Entity reach a target
Navigation provides collision avoidance (for obstacles and other Entities)
Ragdoll applies the dynamic physic controlled mode
Motion plays a set of motion files
Locomotion controls the animation in order to adapt it to the speed of the Entity
Look At makes an Entity looki at a given target
IK makes an Entity reach a given target with a given body limb
Set Formation enables a formation for a group of Entities
Set Terrain Adaptation changes the ground adaption mode of an Entity
Adapt Orientation adapt the orientation of an Entity
Geometry changes the source FBX geometry during a simulation or play a FBX baked animation
Constraint constraint any Maya object (emitter, locator, light…) to anEntity bone

 

Operators view

This view contains the operators. This part gives an overview of each ones:
 
Icon Item Description
Behavior Container contains a set of behaviors and operators
Alternative selects one connection among several connections and conditions
Random randomly select one connection among several connections
Parallel process several Behaviors at the same time
NoOrder process a sequence of Behaviors in a random order
 

Getting started with the Behavior Editor

This part lists all the classic manipulations helpful in designing a complex behavior in the Behavior Editor.
 

Drag and zoom in the workspace

  • Drag with ALT+middle-click
  • Zoom with wheel or ALT+right-click

Opening a container in a new tab

  • Double-click on the Behavior Container icon in the Behavior Library. A new container will be created and opened in a new tab
  • Use "Open in new tab" in the context menu attached to a container already present in the workspace
       
Context Meny on a container (Left) and a behavior (Right)
  • Double-click on an Entity Type in the Behavior Outliner to open the relative container
  • Double-click on a previously created Behavior Container in the Behavior Outliner.

Adding a behavior/operator in the workspace

  • Drag and drop the desired behavior/operator from the Behavior Library to the workspace. A new behavior/operator will be created
  • Press "TAB" key inside the workspace and use the hotbox. A new behavior/operator will be created;
Creating a Behavior/Operator with the hotbox
  • Drag and drop the previously created behavior/operator from the Behavior Outliner to the workspace.

Removing a behavior/operator from the workspace

  • Press Delete after selecting the behavior/operator in the workspace;
  • Use "Remove" in the context menu

Selecting behaviors/operators

  • Left-click on the behavior/operator. Use CTRL for multiple selection.
  • Drag and drop inside the workspace to use the rubber selection band.

Adding a behavior/operator on a link

  • Drag and drop with mouse left the desired behavior/operator on the link.
  • Use middle-click to draw a link between nodes.

Removing behaviors/operators from a link

  • Drag and drop with ALT+mouse-left desired behaviors/operators out of the link
  • Use "Unlink" in the context menu
  • Press Delete after selecting the link in the workspace

Adding behaviors in a container, a parallel/no order operator

  • Drag and drop with mouse-left desired behaviors on a container or a parallel/no order operator.

Removing behaviors from a container, a parallel/no order operator

  • Drag and drop with ALT+mouse-left desired behaviors out of a container, a parallel/no order operator
  • Use "Remove" in the context menu