Behavior Editor Overview
- Golaem Shelf:
- Golaem Menu: Behavior Editor
- MEL command: glmCrowdBehaviorEditor;
Behavior Editor GUI
The Behavior Editor is composed of a main workspace to design a Behavior Graph, the Behavior Library, the Trigger Editor and its Trigger Library, the Nodes Outliner, a toolbar and a status bar.
The workspace is a node-based graphical interface where you can combine Operators and Behaviors to create a Behavior Graph.
- For controls see Behavior Editor Controls.
Several workspace tabs can be opened, each one showing the content of a Behavior Container. Without any Behavior Container opened the workspace stays empty, prompting the user to create/open an Entity Types. Opened Behavior Containers tabs are saved with the scene.
The Behavior Library is the toolbox of the Behavior Editor. It contains three views.
|Go To||used in addition to Navigation Behavior to make an Entity, or a particle reach a target|
|Navigation||provides reactive navigation abilities to an Entity|
|Motion||plays a set of motion files on Entities|
|Locomotion||follows the particle's position and velocity by dynamically blending motions from a given set|
|Synchronized Motion||plays an animation synchronized with the environment|
|Physicalize||physicalizes an Entity|
|Force||used in addition to Physicalize Behavior to add dynamics' event on a physicalize Entity|
|Detach||detachs a bone or a bone chain from an Entity|
|Character Controller||uses the physics engine to perform ground adaptation and obstacles navigation on physicalized entities / Crowd Rigid Bodies|
|Look At||makes an Entity limb look at a given target|
|IK||makes an Entity reach a given target with a given body limb|
|Adapt Position||adapts the position of an Entity|
|Adapt Orientation||adapts the orientation of an Entity|
|Adapt Ground||changes the ground adaption mode of an Entity|
|Set Bone||allows to edit a bone orientation (affect a fixed value or add a noise function to an animation)|
|Geometry Animation||changes the source FBX/GCG geometry during a simulation or play a FBX/GCG baked animation|
|Cloth||adds a cloth simulation on an Entity|
|Constraint||constraint any Maya object (emitter, locator, light…) to an Entity bone|
|Attribute||applies simple mathematics operations on per particle attributes at each frame|
|Script||applies a script command at each frame|
|Steer||is used in addition to Flock Behavior to add a goal to flock Entities|
|Flock||applies flock navigation forces to entities|
|Set Formation||enables a formation for a group of Entities|
|Behavior Container||combination of Behaviors and Operators resulting in a Behavior Graph|
|Loop||process a Behavior several times|
|Parallel||process several Behaviors at the same time|
|No Order||process a sequence of Behaviors in a random order|
|If||selects one connection among several connections and conditions|
|Random||randomly select one connection among several connections|
|Block||blocks the Behavior Graph process until a trigger returns true and then waits a given number of frames to delay|
|Anchor||organize the Behavior Graph|
Custom Behaviors view
The Custom Behaviors view is a file browser, pointing on a chosen directory containing Custom Behaviors, i.e Behavior previously saved.
- Drag-and-drop a Custom Behavior into the workspace to load it.
- For Custom Behavior Containers, Double-click to open it in a new tab, drag-and-drop to add it inside an edited Behavior Container.
The Nodes Outliner is a snapshot of the Entity Types, Behaviors, Operators, Motion Clips and Triggers currently available in the scene. It contains two views.
Entity Types view
- Double-click on the desired Entity Type to open the mapped Behavior Container in a new tab.
Mapped Dynamic Attributes are visible under Entity Types in the view.
- To add a New Dynamic Attribute, right-click on an Entity Type to open its context menu then select Add New Dynamic Attribute.
Scene Nodes view
This view is divided in three tabs. Each tab contains a filter box to perform accurate searches on relative nodes.
This tab contains all Behaviors and Operators of the Maya scene.
- Drag-and-drop one or several Behaviors or Operators to add them inside an edited Behavior Container.
- Double-click on a Behavior Container to open it in a new tab.
Motion Clips Tab
Motion Clips Tab
This tab regroup every Motion Clips present in the Maya scene.
- Drag-and-drop one or several Motion Clips on a Motion/Locomotion Behavior to add them in the simulation.
- Double-click on a Motion Clip to select a new animation file.
- Ctrl + Double-click on a Motion Clip to preview it in the Motion Clip Preview tool..
- Click on to preview the selected Motion Clip in the Motion Clip Preview tool.
This tab contains every Triggers present in the Maya scene.
- Drag-and-drop a Trigger on a start/stop Behavior Trigger to use it in the simulation.
- Click on to hide Triggers with default values (e.g. start Triggers with only the true Trigger checked)
It contains quick access buttons mostly used for changing the display or editing in the main workspace.
|Link button, to draw a link between Behaviors/Triggers inside the workspace. It's also possible to drag mouse while holding the middle-button to draw a link|
|Enable button, to make the selected Behavior/Trigger active|
|Disable button, to deactivate the selected Behavior/Trigger without removing it from the Behavior Graph|
|Back to parent button, to get back to the parent of the current Behavior Container. It's also possible to use CTRL+double-click.|
|Expand selected Behavior Containers. If no selection, expand workspace's collapsed Behavior Containers.|
|Collapse selected Behavior Containers. If no selection, collapse workspace's expanded Behavior Containers.|
|Frame all button, to fit the workspace to all Behaviors/Triggers of the current container tab|
|Frame selection button, to fit the workspace to the current selection. Press "F" Key for the same result|
|Real size button, to resize the workspace to the initial size|
|Sticky Notes button, to add Sticky Notes inside the workspace.|
|Trigger Editor button, to show or hide the Trigger Editor|
|Behavior Library button, to show or hide the Behavior Library window|
|Trigger Library button, to show or hide the Trigger Library window|
|Behavior Outliner button, to show or hide the Behavior Outliner window|
It contains a contextual report relative to the current selection. Behavior Graph Feedbacks are also shown in the Task bar.