Motion
A CrowdBeMotion is a Behavior which can be used to play a set of motion files (.s4d files) on Entities.
A motion behavior in the behavior editor
Creating a Motion Behavior can be performed through the following options:
- Behavior Editor / Behavior Library:
- Crowd Menu: Crowd Behaviors / Behaviors / CrowdBeMotion Node
- MEL command: glmCrowdBeMotionCmd;
Configuration
A Motion Behavior defines the following specific attributes. To get more information about shared parameters, see here
Motion Attributes
This part describes the available Motion Attributes:
Motion attributes of motion behavior
Motions Files (.s4d file) | Motions to play when this behavior is started. If several motions are specified, each character will picked one randomly. The same motion will be looped if the loop checkbox if checked |
Loop | If this box is checked, the motion will loop automatically when it reaches the end. If not, the last posture of the motion will be played until the behavior is stopped |
Starting Duration / Stopping Duration (in seconds) | Time used to start/stop the motion. It ensures smooth transition when starting/stopping the motion. These durations can be viewed as a time during which a multiplier weight is applied to priority: from 0 to 1 for starting (from inactive to fully active motion), from 1 to 0 for stopping (from active to inactive motion) |
Animation Offset | If wanted, the final motion transformation can be the same as the initial one by correcting the offset all along the motion progress. This attribute allows locking the chosen axis and orientation. By default, the transformation offset of the motion is free (i.e. every checkbox are checked) |
Animation Priority | If several behaviors are played at the same time on the same part of the body, it defines the relative weight of this behavior compared to the others. If one behavior has a motion priority higher than "the max motion priority of the other behaviors + 5", it will be played at 100% on the specified body parts. See the Animation Mask attribute to know how to apply a behavior on specific parts of the body |
Animation Mask | If wanted, motions can be played on specified body parts. This attribute allows selecting those body parts. By default, a motion is played on the entire body (all body parts checked) |
Synchro | Activate Synchronization when blending several motions (see Introduction Glossary) |
Footprint | Activate Footprint computation for ground adaptation (see Set Ground Adpatation Mode behavior) |
Init Import Attributes (Per Particle)
This part describes the available Motion Attributes.
Init import attributes (per particle) of a motion behavior
Speed Ratio Mode |
This attribute allows a choice of three speed ratio mode : Speed ratio mode of a motion behavior
|
Speed Ratiopp Name | See Per Particle Attribute Mode above |
Speed Ratio Random Min | See Random Mode above |
Speed Ratio Random Max | See Random Mode above |
Speed Ratio Value | See Fixed Mode above |
Start Percentpp Name | Name of the float per-particle field of the relative particle system, containing the value of the start percent in the motion (between 0. And 1.). If none is given and if the Start Percent Random box is not checked, the motion will start at its beginning (0.) |
Start Percent Random |
If this box is checked, the motion will start at a random time. This attribute is influenced by the random seed of the Crowd Manager Notice that the Start Percent attribute can be affected by the Golaem Motion Synchronization needs (see Introduction Glossary). |