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
 
  • Per particule attribute: Use "Speed Ratiopp Name" attribute to get the name of the float per-particle field of the relative particle system, containing the speed ratio which will be applied on the Motion (1 for none). If none is given the Motion will have a 1x speed ratio
     
  • Random: The Motion speed will be scaled randomly between the specified "Speed Ratio Random Min" and "Speed Ratio Random Max". This attribute is influenced by the random seed of the Crowd Manager
     
  • Automatic: The Motion speed will be automatically computed according to the CrowdEntity speed. Notice that this option is only available for motions that define a root translation (used to compute the original speed of the motion), as explained in Motion Prerequisites.
     
  • Fixed: Enables to specify a fixed value
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).