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Setting up attributes in the geometry network ¶
Many of the these attributes are initialized by parameters on the Crowd Source node, and can also be overridden on some or all agents.
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If you are using points as inputs to the Crowd Source node, crowd-related attributes on the points will be copied to the agents.
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Alternatively, you can apply attributes to the agent primitives created by the Crowd Source node using an Attribute node or Attribute Wrangler.
Note that the input to Crowd Source is points, but the output is (agent) primitives.
See also how to change agent attributes as part of state behavior.
Visualizing Attributes ¶
You can also use the group and attribute list in the
viewport to visualize agent attributes. Turn on the group list in the
display options window. Then use the
gear menu to switch the group list to Points
mode. Then use the Attributes submenu of the gear
menu to choose an agent attribute to visualize. For example, visualizing the
state
attribute will color each agent depending on the state it is currently
in. All walking agents will be one color, and all standing agents will be
another.
Attributes ¶
Use the geometry spreadsheet to view the attributes of agent primitives.
|
string |
Created by the Crowd Source SOP when Create Group is enabled. This attribute can be used to differentiate agents created from a particular source. |
|
string |
Unique identifier for the type of agent (the agent definition). For example, this could be |
|
int |
Used internally by the crowd solver to track whether agents should be moved by the solver and have their pose updated.
This value is determined by the state’s ragdoll settings and the |
|
int |
Indicates to the crowd solver that the agent’s transform and pose is being updated externally.
This implies that |
|
vec3 |
The visualization color for this particular agent in the viewport. This is useful to differentiate groups or individuals. |
|
vec3 |
The target direction that the agent should face.
When using the crowd solver, |
|
int |
A unique number identifying this particular agent. |
|
float |
The maximum rate (in degrees per second) at which agents will turn when driven by the solver’s default movement behavior. This attribute will override the default max turn rate on the crowd solver. |
|
string |
Once a transition has been triggered, this attribute stores the name of the agent’s next state. |
|
quaternion |
The orientation of the agent. |
|
float |
The “radius” of the agent. |
|
string |
The name of the agent’s current state, for example |
|
float |
The amount of time (in seconds) the agent has been in the current state. |
|
float |
The amount of force to be applied by the solver to the agent in the current time step. Behavior nodes modify this value to move agents. |
|
float |
The total weight of all behavior nodes that have contributed to |
|
vector |
The agent’s up vector.
When using the crowd solver, |
|
vector |
The current velocity of the agent. |
See also |