ChOp Output

The Channel Operator Output allows to output the value from the previous Channel Operators (ChOps) into the Golaem simulation.

A Channel Operator Output in the Maya Node Editor

Creation

Configuration

A Channel Operator Output defines the following specific attributes. For common attributes see Channel Operator Common Attributes.

Output Channel Attributes

Channel

Defines where the value from the previous Channel Operator will be injected in the Golaem simulation

Available values are:

  • Entity PP attribute: the value will be set in and entity PP attribute (check the Entity Per Particle Attributes)
  • Entity Bone: the value will be set to change a bone transform (check the Entity Bone Attribute)
  • Entity Position: will directly set the entity position
  • Entity Desired Speed: will set the entity desired speed (desired speed is used by the Locomotion Behavior)
  • Entity Desired Move Orientation: will set the entity desired move orientation (desired move orientation is used by the Locomotion Behavior)
  • Entity Desired Move Orientation Delta: will add a delta to the current entity desired move orientation (desired move orientation is used by the Locomotion Behavior)
  • Entity Body Orientation: will directly set the entity orientation
  • Entity Body Orientation Delta: will add a delta to the current entity orientation

Entity Per Particle Attributes

This part is only used when the Channel type is set to Entity PP attribute.

PPAttribute Name

Name of  the PP attribute where to write the value.
Click on the helper button to get the list of existing PP attributes in particles systems in the scene.

Entity Bone Attributes

This part is only used when the Channel type is set to Entity Bone.

Bone Attributes

Bone

Name of a bone, transformation (t -for translation, r for rotation and s for scale) and bone component (x, y, z or all of them) which will be edited. The bone components and the local bone axis coordinate are visible when opening the Character File in the Character Maker:

  • When using the translation transformation, only the root bone of the Character can be edited
  • When using the rotation transformation, any bone of the Character can be edited
  • When using the scale transformation, only bone with no child bone can be edited

When editing rotation using operators += and -=, the result of the expression code is evaluated as degree angles. When using *= and /=, the result of the expression code is evaluated as a multiplier / divider of the current orientation.

Use the "Add New Bone Expression" button and the trash icon to add or remove expressions.

Operator

The available operators are: =, +=, -=, *=, /=

When editing rotation using operators += and -=, the result of the expression code is evaluated as degree angles. When using *= and /=, the result of the expression code is evaluated as a multiplier / divider of the current orientation.

Use the  icon to enable / disable an Expression without removing it from the behavior.

Blind Data Expression Attributes

Blind Data

Name of  a Blind Data or a Blend Shape (i.e. or blindDataNode.blindDataAttribute blendShapeGroupName.blendShapeName) which value will be edited. Use the Blind Data Helper to check which Blind Data / Blend Shapes are available for the loaded Character File.

Use the "Add New Blend Shape Expression" button and the trash icon to add or remove expressions.

Operator

The available operators are: =, +=, -=, *=, /=

Use the  icon to enable / disable an Expression without removing it from the behavior.

Bone Position Filter Attributes

Bone Pos

Name of a bone and translation bone component (x, y, z or all of them) which will be filtered. The bone components and the local bone axis coordinate are visible when opening the Character File in the Character Maker (see above)

Use the "Add New Bone Pos Filter Expression" button and the trash icon to add or remove expressions.

Filters

The available filter are: Tangent, Smooth Tangent, Clamp, Smooth Clamp

When using the operators += and -=, the result of the expression code is evaluated as degree angles. When using *= and /=, the result of the expression code is evaluated as a multiplier / divider of the current orientation.

Use the  icon to enable / disable an Expression without removing it from the behavior.

Helper Attributes

Bone Name Helper

Helper attribute to fetch names of available Bones. Use the  button to open a window with the name of all the available Bones for the Character Files loaded in the scene.

Blind Data Name Helper Helper attribute to fetch names of available Blind Data or a Blend Shapes. Use the  button to open a window with the name of all the available Blind Data or Blend Shapes for the Character Files loaded in the scene.

Advanced Attributes

This part is only used when the Channel type is set to Entity Bone.

Evaluation Mode

Specifies if this Behavior should be evaluated before of after the Physics Behaviors (and Apex Behavior).