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...
- Behavior Editor / Behavior Library:
- Golaem Menu: Crowd Behaviors / Behaviors / CrowdBeAttribute Node
- MEL command: glmCrowdBeAttributeCmd;
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 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.
|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.|
The Attribute Behavior Visual Feedback shows the name of the currently edited PPAttributes and its current value.
Attribute Visual Feedback of the Attribute Behavior