Page 567 - ExtendSim User Guide
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Movement, Paths, and Terrains 541
Creating paths
For 2D animation, to view the simultaneous movement of items in the model:
Use a Transport or Convey Item block to represent the item’s travel time.
Check 2D animation
shows simultaneous
item movement in the block’s Item Animation tab.
Unselect the command Run > Add Connection Line Animation. (This command is not com- patible with simultaneous item movement.)
For 3D animation, to see the simultaneous movement of items in the E3D window:
Use a Transport or Convey Item block to represent the item’s travel time.
• GivethecommandRun>SimulationSetup>3DAnimatingtabandselecteithertheCon- current or Buffered modes. These modes force the simulation model to maintain a constant ratio between simulation time and external clock time.
In 3D animation, the movement will be either along the connections or in a straight line, as specified in the Convey Item or Transport block’s Options tab.
Creating paths
The purpose of a custom path is to set a pre-defined route for objects to travel through the 3D world. In a 3D animation of a discrete event model, item objects move from one destination to another, so paths are not required. They are, however, frequently created for situations that involve intricate traffic patterns or models that use custom-built blocks.
Paths and markers
A path is a route for an item or other entity that has movement. Each path is a collective object composed of multiple steps, or markers, laid out in a predefined order towards a destination. Paths are created using the E3D Editor in World Editor Creator mode and become a part of the E3D environment. They are never visible in the 2D model; by default they are also not visible in the E3D environment.
There are two ways to create paths:
• WiththeE3DEditorinWorldEditorCreator(WEC)mode,asshowninthissection.
• UsinganequationblockorprogrammingwithModLfunctions,asdiscussedintheDevel- oper Reference.
A marker is a point on a path, indicating a step towards the destination. A path can contain as many markers as you want; it can even contain just a single marker.
Markers have their locations specified in X/Y/Z dimensions. Certain objects in the ExtendItem category of objects (such as people and vehicles) will ignore the Z dimension by default, but other objects do not. Because objects in the ExtendItem category are most often used to repre- sent items, and because objects that don’t need the Z dimension will ignore it, the Z locations of markers should always be set to the correct value.
☞ The default height of the ground in the E3D window is 100 meters and the default height (Z dimension) of 3D objects is 100.1.
The steps to creating a path include:
1) Createanewenvironmentfile,ifnecessary

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