The Cognitive Controller
editor lets you combine behaviors into states. More important, it
lets you sequence different
behavior combinations using state diagrams, where conditionals written
in MAXScript impose changes in behavior.
For example, you can
specify that a character or object is to wander aimlessly until
it comes within a certain distance of another object, whereupon
it heads straight for that object. Or you can specify that one character is
to avoid another only when the second character is avoiding the first.
NoteThe MAXScript conditionals
used in the cognitive controller typically consist of a single line
of code. You can load and save them separately as .ms files,
but they are also stored within the .max scene
file in which they reside.
The editor interface
consists of an icon-based toolbar above a window that contains the
state diagram. When you first open the editor, no state diagrams
exist. Begin by clicking the New button to create a new state diagram.
TipIf you find yourself
consistently assigning two or more behaviors to delegates or teams,
you can save time by combining the behaviors into a single-state
cognitive controller, or "behavior module," and assigning that instead.
The only disadvantage is that you can't animate the weights of behaviors
used in the cognitive controller, but you can work around that by
NoteCrowd doesn't let
you use multiple cognitive controllers with a delegate. You can
assign them, but when you solve, character studio notifies
you that it will use only the first assigned cognitive controller.
- Create State
Lets you create new states in
the diagram. Click this button, and then click in the state diagram
area to add states. A state appears as a rectangular box containing
the name of the state.
The first state you add
is, by default, the first state in the controller that executes
when the simulation is run. This is indicated by its red color;
states you add subsequently are colored blue. To set a different
state to execute first, use the Set Start State function.
You specify a state's
name and behaviors by editing the state. To edit a state, right-click
it. This opens the
- Create Transition
Lets you link states
with transitions. Click this button, and then drag between two states
to create the transition, starting with the earlier state. The transition appears
as a black arrow pointing from the first state to the second. Alternatively,
if you click a state with the Create Transition tool active, you create
a transition that loops back to the state itself.
Right-click a transition
to specify its characteristics and conditions by editing the transition.
This opens the
- Set Start
Normally the state that executes
first in a cognitive controller is the one that was added first.
Use this tool to choose a different state to execute first. The
start state is red; the rest are blue.
Typically you would use
this when you have a circular sequence of states, and you want to
change which state executes initially.
- Move State
Lets you move states around
in the window by dragging them.
- Select State/Transition
Lets you select states
and transitions for subsequent deletion. Selected states have white
outlines, and selected transition lines are white.
You can select multiple
states by dragging a box around them. You can select multiple states
and transitions by holding the Ctrl key
as you click.
- Delete State/Transition
Lets you delete one or more
states or transitions. First select any combination of states and
transitions to delete, and then click this button.
Shows the name of the current
state diagram. To display and/or edit another, choose it from the
To change a state diagram's
name, click the name in the box and use the keyboard to edit the
Adds a new cognitive controller.
By default, cognitive controllers are named “Cognitive Controller”
followed by a number, but you can change this to anything you like.
Deletes the current cognitive
controller. This is an undoable operation.