Rigid Body Shape Editor

When dealing with Ragdoll Behaviors, Golaem Crowd has to use an approximation of the characters made of simple shapes like boxes or spheres.

When creating an Entity Type and setting its skeleton and skeleton mapping, Golaem Crowd will automatically compute a default rigid body shape and use it. The rigid body shape can be vizualized by using the Mapped+RigidShape bones display
 
It is possible to customize this shape using the Skeleton Shape Edit. It can be opened by clicking on the Edit Skeleton Shape button, from the attribute editor when the corresponding Entity Type is selected.
 
In order to be able to open the Skeleton Shape Edit, the skeleton and mapping files attributes of the Entity Type should have been filled.
Please note that Maya does not validate these attributes until the selection change, so to be able to open the Skeleton Edit Shape, one's should fill these two attributes, unselect the Entity Type, and select it again.
 
The Skeleton Shape Edit enable to edit the physics primitive attached to each bone of the skeleton.
 
Skeleton shape edit window

Global Configuration

Default bone width/length ratio by default each bone radius will be computed based on its length. Changing this ratio will change the radius of all bones for which the ratio is computed automatically.

Per bone configuration

Shape shape of the physics primitive for the selected bone (Cylinder, Box, Capsule, Sphere)
Radius dimensions of the bone (in meter). Can be computed automatically base on the default bone width/length ratio, or set up manually
Set Density density of the primitive shape in kg/m3 (mass will be computed automatically)
Set Mass mass of the primitive shape in kg (density will be computed automatically)
Restitution restitution coefficient for the selected bone
Friction friction coefficient for the selected bone
Joint Angular Lower/Upper Limit The minimum/maximum angle allowed for the selected bone (in degree)
Linear/Angular Constraint Force Mixing see a description of this concept here: http://ode-wiki.org/wiki/index.php?title=Manual:_Concepts
Linear/Angular Error Reduction Parameter see a description of this concept here: http://ode-wiki.org/wiki/index.php?title=Manual:_Concepts

Note that the limit and constraints parameters are not available on the root bone.

Preview

Note that the changes in the Skeleton Edit Shape are not visible at once in the Maya viewport. To see the result of your changes you should have a look at the Skeleton Shape Edit Preview
 

Importing/Exporting a skeleton shape

Once customize a skeleton can be saved as a .gsks file.
  • Load Skeleton Shape File: enable to load an existing .gsks file
  • Export Skeleton Shape: export the current skeleton shape as a .gsks file
After export, the .gsks file should be loaded in the Entity Type in order to be able to use it in the viewport and use it in the simulation.