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Look at ¶
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New versions of the
Agent Look At DOP and
Agent Look At Apply DOP.
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You can now define targets using a point cloud with the new Points target type, or other agents in the crowd as targets with the new Agents target type.
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You can define the attention span of agents using the Gaze Duration parameter.
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You can set how interesting a target is to an agent based on its proximity, relative velocity, orientation, and location in the field of view.
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Look At can now use skeleton adjustment involving the rig’s spine and optional eye joints, with different behavior based on the angle to the target.
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You can now trigger state transitions based on the current target with the new Look At Target trigger type on the
Crowd Trigger DOP.
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A new version of the
Agent Look At SOP applies look-ats at the SOP level, optionally without simulation history.
Agents ¶
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Agent definitions can now store a rest pose for the joints in an agent rig. This is used when loading clips that do not have animation for all joints, and when agents do not have a clip or pose explicitly assigned.
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Agent from Rig SOP node can now set an agent rig’s rest pose from a point attribute (like
rest_transform
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Agent SOP now sets the rest pose for an agent when loading it from a subnet, FBX, or USD file.
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The
Agent Unpack SOP's MotionClip output mode now uses the agent rig’s rest pose as the MotionClip’s rest pose instead of leaving its transforms at zero. This improves the behavior of nodes like the
Motion Clip Cycle SOP which uses the rest pose.
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Crowd Solver DOP node can now apply locomotion from layered animation clips (like from the
Agent Clip Layer DOP node). It applies locomotion from a layered animation clip when the joint group includes a
__locomotion__
joint and the locomotion clip speed is not zero. -
Agent SOP node now issues a warning when it encounters an invalid skinned USD primitive.
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Agent Collision Layer SOP now lets you override the bounds scale of each collision shape with the Bound Scale parameter.
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The
Crowd Assign Layers SOP now lets you switch an agent’s assigned layers using one or more search/replace patterns with the new Switch Layers parameter. The search pattern is very similar to the pattern used by the
Attrib String Edit SOP.
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The
Agent Terrain Adaptation DOP node now supports layered animation clips when computing the foot locking channel value. You can blend the “foot down” channels from a layered animation clip if its joint group includes the ankle/toe joints.
VEX ¶
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New agentfindclip VEX function looks up an agent clip by name. This is useful when you want to check whether or not an agent clip exists, and can be more efficient when sampling a clip multiple times.
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A new setagentclips signature sets an agent’s current clips using the indices returned by agentfindclip.
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New agentfindlayer VEX function lets you look up an agent layer by name. This is useful when you want to check whether or not an agent layer exists.
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New signatures for setagentcurrentlayers and setagentcollisionlayers set an agent’s current layers using the indices returned by agentfindlayer.