Constraint
A CrowdBeConstraint can be used to constraint any Maya object (emitter, locator, light…) to an Entity bone.
A constraint behavior in the behavior editor
This behavior allows interacting with other Maya objects like generating footsteps, making simple cloth, dust… This behavior also works if no skeleton is defined for a Entity Type. Notice that the interacted objects are neither keyframed nor cached in the crowd simulation cache when moved.
Example of entities interacting with NParticles thanks to the Constraint Behavior
Creating a Constraint Behavior can be performed through the following options:
- Behavior Editor / Behavior Library:
- Crowd Menu: Crowd Behaviors / Behaviors / CrowdBeConstraint Node
- MEL command: glmCrowdBeConstraintCmd;
Configuration
A Constraint Behavior defines the following specific attributes. To get more information about shared parameters, see here
Constraint Attributes
Constraint attributes of a Constraint Behavior
Object Name Template |
Name of the Maya Object which will be constrained to each character. This field may contain a special tag #pid# to assign one object per character (e.g. locator#pid# will assign locator1 to the particle of id 1…). If the object does not exist for one particle, a warning message is returned |
Offset | Maya 3d offset to apply between the bone position and orientation and the Maya Object |
Bone Id | Id of the bone of the CrowdEntity which will be used as source position and orientation. Root is 0 and then bones are indexed depending on the graph search order. For now, there is no simple way to know the id of a bone |
Keyframe Maya Object | Generates keyframes on the attached objects so that they can be animated without a Golaem Crowd simulation (e.g. to be passed to other departement) |
Constraint Type | Specifies if the constraint must be applied before or after the computation of Maya dynamics. |