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Learn how to visualize pedestrian and roadway traffic during a construction simulation.

Traffic Paths are and advanced visualization tool that enables users to create active site models. They are designed to show civilian pedestrian and vehicle traffic that surrounds the construction site or to demonstrate the site accessablility for Construction Workers. Traffic Paths can be controlled with Triggers and can also be added to tasks to allow the user to change traffic at different times during the construction simulation.

A solid understanding of Traffic Paths requires the user to be familiar with controlling and creating Paths. There are two types of Traffic Paths in Fuzor

Vehicle Paths allow users to create complex vehicle traffic simulations. Any Vehicle that can drive can be added to a Vehicle Path. Vehicle paths are designed to simulate Non-Construction Vehicles Navigating around the construction site.

A Vehicle Path can be used to demonstrate Site Egress for Construction Vehicles as well. Although for a detailed animation is it recommened that the user create a Vehicle Animation Path and add the associated vehicle to the schedule through Multi-Track Animations.

Pedestrian Paths allow users to demonstrate pedestrian access. Pedestrian access is important for both Civilian Traffic around the site and to demonstrate how construction workers navigate the construction site and access key areas.

Traffic Path Operations

This Chapter provides detailed information on the operations to paths that can control pedestrian and vehicle traffic systems.

There are functions in the Path Settings menu that are only available when a pedestrian or vehicle path is selected. These functions allow you more control over how the traffic is flowing through your path.

The Reverse Path button reverses the direction of the path.

The Disable Section button disables the currently selected section.

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Pedestrian and Vehicle Paths allow you to automatically populate them with their respective content. Within the dropdown menu is an organized hierarchy of content that can be placed on the associated path. To select content, use the checkbox adjacent to its name.

The Populate button places all of the content that has been selected on the path.

The Speed and Position Randomness sliders allow for a slight difference in speed for vehicles on the path

The Approx. Number to Spawn textbox controls the amount of vehicles that are placed on the path when populate is used.

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The Vehicles Respawn After controls the amount of time a vehicle will wait at the end of a section before respawning.

The Spacing textbox defines a padding distance between vehicles.

The Apply button next to Spacing applies the spacing to the path.

The Speed Limit buttonsets a speed limit to be applied to the path.

The Apply button under Speed Limit sets the speed limit on the selected segment.

The Apply to All button sets the speed limit for the entire path.

Pedestrian

Traffic Paths allow you to control the speed of individual segments.

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The Segment textbox controls the speed of the selected segment.

The Path textbox controls the speed of the entire path.

The Use Terrain Physics toggles whether the vehicles on the path use the terrain physics.

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Disabling the Terrain Physics is a good option if the Terrain that path is placed on is uneven and vehicles on the path have noticeable issues traversing it. If the terrain physics is disabled vehicles will drive along the path segment lines. It is likely that more pins will be needed to smoothly navigate hills.

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Vehicle Path Operations

Learn how to create complex traffic control systems for vehicles

The Lane Control allows you to make additional lanes with a given path and control the speed of the selected segment, lane and entire system respectively.

Lanes are not always exact copies of the original. An inner corner has a shorter length than an outer as shown in the screenshot below. Left and Right lanes are defined by the direction of the path.

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The Multi-Lane Left textbox controls the number of lanes to the left

The Multi-Lane Right textbox controls the number of lanes to the right.

The Custom Lane Width checkbox allows the user to enter a custom lane width. This may cause cars on the path with larger turn radius’s to no longer be able to make their turns

The Lane Width textbox controls the distance between lanes.

The Spacing textbox controls the distance between cars.

The Speed Limits control the speed of the selected segment, path or system. Lanes are considered separate paths from the original unless connected.

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The Segment speed limit controls the speed limit for that segment

The Path speed limit controls the speed limit for that path and any other lanes connected to it.

The All Lanes speed limit controls the speed limit just for that segment

Site Egress Routes

Learn how to use site egress routes to show the flow of traffic in a presentation

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Site Egress Routes are a special type of path that can be used to demonstrate routing logistics. Site Egress Routes are not created or shown in the Path App. The Site Egress App is located in the Analysis Tab of the Fuzor App Menu. The Site Egress App can be dragged around the workspace for more information see Workspace Management.

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Site Egress Routes are only visible when the path is open. Auxiliary apps can be opened from this menu.

The Create button creates a new path allowing you to place subsequent nodes.

The Vehicle Library button opens the Vehicle Library app to place vehicles on the path

The 2D Map button opens the 2D Map app showing the Egress route on the 2D Map.

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Egress routes have a light error checking system to help users evaluate whether a specific egress route is a practical choice for their project. Obstructions are displayed in the egress route for each path in the project.

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Denotes that there is an obstruction in the Site Egress Route

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Denotes that there are no obstructions in the Site Egress Route.

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Obstructions can be caused by objects in the way or a turn that is too tight with respect to the turning radius of the vehicle on the path.

When a Vehicle is placed on the path the turning radius is set based on the placed vehicle. If the turning radius is too small the turn will not be articulated and an obstruction appears in the Egress Route App.

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Slight curbs may be read as obstructions if the tolerance of the path is too low for the situation at hand.

The Tolerance slider and checkbox allow the user to control the Tolerance. Similar to other path when an egress route path node is selected you have access to more settings to control the path. The tolerance Slider is located at the bottom of the Egress Route Settings Tab.

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The Egress Route Settings contain additional settings the allow the user to customize the path even more.

The 2D Line Style controls the type of line that displays the edges of the path in the 2D Map.

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Solid 2D Line Style

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Dashed 2D Lines Style

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Dotted 2D Line Style

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Egress routes 3D Scene render is not affected by 2D Line Style.

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Dot-Dashed Lines Style

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Arrow Line Style

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The Line Color pallet allows the user to select a color for the line in both the 3D Scene and the 2D map.

The Arrow Style drop down menu allows the user to control the arrows that animate on the path.

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Triple Arrow Style

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Basic Arrow Style

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Arrows on the Site Egress Path animate along the path showing the route a vehicle would take.

The Arrow Color pallet changes the color of the arrows on the path

The Arrow Size textbox and slider control the size of the arrows on the path

The Arrow Height textbox and slider control the height of the arrow on the path. This setting is only available for Triple Arrow Style.

The Show Pins and Lines checkbox toggles whether The Pins and Lines on the path are visibly allowing the user to display just the arrows and the vehicle on the path.

The Ignore Collision checkbox toggles whether vehicle collisions are detected while the app is open.

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Site Egress Routes can be visible in Flythrough. Use the Show Egress Routes checkbox in the construction tab to enable them.

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Adding Traffic Paths to Tasks

Learn how to add the different types of paths to the 4D Schedule

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There are multiple ways to have the construction schedule interact with different types of tasks. Vehicles, Equipment and Foliage can be added to Construction, Demolition, Temporary and Equipment Tasks. Segments of Vehicle tasks can be added to Traffic Tasks. For more general information about how to create tasks and their functionality see Object Assignment.

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Use the Add To Task button to add all the objects on a path to a task.

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When Vehicles or Equipment are added to Construction, Demolition and Temporary tasks it can be animated in Fuzor like any other object in the model. For more information see 4D Animations. This means that a stagger animation can be used to place row of barriers.

When Equipment is added to an equipment task an equipment animation can be selected to playback during the task’s duration. Objects can either stay visible after the end of the task or be removed.

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Segments of Vehicles and Pedestrian Paths can be added to Traffic Tasks. This allows the user to control the paths with the simulation schedule. Multiple segments can be added to each task allowing the user to control complex path systems and change traffic routing during the construction schedule.

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With the Task and the Path segment selected use the Add to Task button in 4D

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