Attribute

An Attribute Behavior (beAttribute) allows to write Expression values into a PPAttribute. The Expression can be either influenced by a PPAttribute, a MEL Expression, a Channel or a constant value It can be used to create counters (like health points), store the current target or a specific value...

An Attribute Behavior will apply its operation each frame until it is stopped by its trigger. It does not automatically stop after first computation.
 
Attribute Behavior in the Behavior Editor

CREATION

  • Behavior Editor / Behavior Library: 
  • Golaem Menu: Crowd Behaviors / Behaviors / CrowdBeAttribute Node
  • MEL command: glmCrowdBeAttributeCmd;

CONFIGURATION

An Attribute Behavior defines the following specific attributes. For common attributes see Behavior Common Attributes.
 

Expression Operations

PPAttribute

Name of the PPAttribute in which the result of the Expression will be stored. It is also possible to specify a component of a vector attribute by postfixing the name of the attribute with "[x]", "[y]" or "[z]"

If the PPAttribute is of type float but the result of the Expression is of type vector3, the PPAttribute will store the norm of the vector3. If the PPAttribute is of type vector3 but the result of the Expression is of type float, the same value will be stored in each component of the vector3.

For more explanation about how to use ppAttributes, see ppAttributes Handling

Expression

Expression which returns the value which will be stored in the PPAttribute.

Use the "Add New Expression" button and the trash icon to add or remove expressions.
Use the  icon to enable / disable an Expression without removing it from the behavior.

Helper Attributes

PPAttribute Name Helper

Helper attribute to fetch names of available PPAttributes. Use the  button to open a window with the name of all the available PPAttributes for the particle systems of the scene.

Channel Name Helper Helper attribute to fetch names of available Channels. Use the  button to open a window with the name of all the available Channels for the scene.

Ramp Attributes

Ramp

Crowd Ramps which can be used to feed Expressions.

Use the "Add New Ramp" button and the trash icon to add or remove ramps.
Use the ">" button to select the related Crowd Ramp node and access to its attributes.

Visual Feedback

The Attribute Behavior Visual Feedback shows the name of the currently edited PPAttributes and its current value.


Attribute Visual Feedback of the Attribute Behavior