For an overview of Resources, click here.
Overview
Some assets are configured with Behaviour Models which means they have more than one state. As an author, you can change the state of an object using a Variable. An example of this would be after you pick up a folded cloth, it becomes unfolded to look more realistic:
Before: Folded Cloth in Scenario
After: Unfolded cloth in Scenario
Required Fields
Field Name | Description |
---|---|
Target | The motive scene object you will apply the behavior model to. |
Behavior Model | Defined in the Unity SDK, added to a behavior model catalog - usually is a list of states, can also be "True" or "False". |
Events
In the Headset
The Author Certification Extensions course in Motive Academy goes through Behaviour Models.
In the Motive Lab, I want to clean up a spill in the lab. I’ll use the Behaviour Model resource to change the state of the towel as I use it.
In the first frame, I’ll add the scene objects I need to use through this script:
In the next frame I’ll add the Behaviour Model Resource and choose the Towel as the Target. The Assemblers have set up a Behaviour Model for the Towel, so I will choose that as well. Under “Activity” I’ll choose the Towel State and this will create a Variable:
Next, I’ll add instructions for the learner:
When the towel is grasped (and closed), I’ll add in the Variable for Towel State. This was set up when I chose the Towel State in the Behaviour Model Resource above. I’ll choose the “In Use Dry” state as that is what the towel is doing at this point in the script:
When the Spray bottle has sprayed the spill, I’ll use a Place resource to place the towel on the spill:
When the towel is wiping I will play a notification letting the learner know what is happening:
In the final frame when the Notification closes, the spill will disappear (via a Set Object Properties resource) and I will again add in the Towel State Variable. This time I will choose “In Use Wet” as the towel is wet from cleaning the spill:
This is what the frame structure will look like for the above scripting:
Here is what the resource will look like in the headset based on the above scripting:
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