Page 527 - ExtendSim User Guide
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Click and drag the marker named Point1 until it reaches and selects the path named ExitTeller1. The path’s name will be highlighted when it is selected. This will both create a path folder named ExitTeller1 and store Point1 within that folder, as shown on the right.
Create the remaining markers
Create three more markers by repeating the steps used to create Point 1
Name the path markers Point2, Point3, and Point4 Store the new markers in the ExitTeller1 path folder
Position the markers
Path folders with markers
Tutorial III 501
Creating custom pathways
Open the Mission Objects category Open the Mission sub-category Click the PathMarker object
In the dialog that appears, name the marker “Point1” and click OK to close the dialog. A marker named “Point1” will appear in both the animation area and at the bottom of the Tree pane.
☞ The E3D engine does not allow spaces in the names of markers or objects. If you enter a space in the name, ExtendSim will warn you.
Expand the Tree pane (the upper pane on the right) so that all the objects are listed At the bottom of the Tree pane:
In the animation area of the E3D window, drag Point1 so that it
is in front of the desk for the topmost teller. This is the start of the path.
Position the other three markers in the E3D window so that they will cause customers to go around the desk and walk up to the exit. The marker labeled Point4 is the end of the path.
☞ For accurate placement, zoom the camera towards the desk so you can see both the front of the desk and the exit door.
Give the command File > Save Environment As, to save the environment file Press F11 to exit the Editor
Leave the E3D window open
Select the path
The next step is to use the ExitTeller1 path in the model.
In the Transport Anima-
tion tab of the Transport
block (Walk to Teller
1), select the path ExitTeller1, as shown here.
Click the button Get distance from 3D path length. This places the length of the path in the Distance field of the block’s Behavior tab and ensures that the model behavior will be the same whether or not the E3D window is active.

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