The Surface Arrive behavior is similar to the Seek behavior in that it lets you specify an object or objects as a stationary or moving target for delegates. The principal difference is that Surface Arrive can cause delegates to stop when they reach the target. You can also specify, to some degree, where the delegate will stop on the object, and how it will approach the target before stopping.
An example of a use for this behavior would be birds flying over a row of telephone poles, then each one landing on top of a different pole.
If you've selected multiple targets using Multiple Selection (see next item), the label "Multiple" appears on the button. To see which objects are designated as targets, click the Multiple Selection button.
When you have more than one target, you can set delegates to move toward the closest target in the group, or to a computed average of the target positions.
Specifies three aspects of the Surface Arrive behavior: Rate, Speed, and Distance.
The actual deviation is calculated by multiplying the Deviation setting by a random number between -1 and 1, and then multiplying the result by the Rate setting. Default=0.0.
The actual deviation is calculated by multiplying the Deviation setting by a random number between -1 and 1, and then multiplying the result by the Speed setting.
Until the delegate is within this radius, the behavior has no influence.
The actual deviation is calculated by multiplying the Deviation setting by a random number between -1 and 1, and then multiplying the result by the Distance setting. Default=0.0.
When using the Random option, character studio chooses arrival points for delegates once, at the beginning of the simulation.
If Closest is chosen, but Every Frame is off, character studio chooses arrival points for delegates once, at the beginning of the simulation.
Every Frame When on, character studio chooses arrival points for delegates at every frame. Available only when Closest is chosen. Default=off.
Every Frame is useful when the target object is rotating during the animation, but requires more time for calculation.
The Height and Descent settings together specify the path the delegate will take for its arrival. They allow for a wide range of behavior, from soft, gradual landings to direct helicopter-type descents.
In both cases, the actual deviation is calculated by multiplying the Deviation setting by a random number between -1 and 1, and multiplying the result by the relevant value.
This is the point that the delegate will go to first before descending to the arrival point.
The actual deviation is calculated by multiplying the Deviation setting by a random number between -1 and 1, and then multiplying the result by the Height setting.
The actual deviation is calculated by multiplying the Deviation setting by a random number between -1 and 1, and then multiplying the result by the Descent Start setting.
X/Y/Z Use these spinners to specify the final approach vector in World coordinates. For example, the vector specified by the default settings of X=0, Y=0, Z=1 means that the delegates will approach the target along the vertical world axis.
Affects the random numbers used to calculate the Deviation settings.
For similar randomization among different Surface Arrive behaviors, use the same Seed value.
Shows the color used to draw the target icon. Default=dark blue.
Display Target Enables display of the target icon, which appears during the solution when a new interim goal is calculated for the delegate. Interim goals are created when using the Approach group settings. Default=on.