|Current Time||Current time of the simulation. If required, it allows to warp the simulation (slow motion or fast forward). By default, it's connected to Maya time1 node, which means it supports Maya Time Warp feature, but the connection can be broken and a different time node can be used. Notice that negative time offsets (having frame 9 then frame 8 as Current Time) is not supported.|
|Start Frame||Frame (in the playback slider) from which crowd simulation objects (Entity Types, Behaviors...) will be initialized or reinitialized each time the current time reaches the start frame. It is initialized automatically at the first playblack frame when created and it must be equal or lower than the start frames of the Crowd Fields in the scene.|
|Substeps||Number of times the simulation is updated per frame. Notice that the physics world has its own frequency parameter in the Physics Locator.|
|Entities to Simulate (%)||Percentage of simulation particles which will be initialized and animated. This parameter is mainly for debug purpose, but can prove useful by saving performance for testing computation intensive scenes (physics or heavy navigation behaviors).|
|Entities to Draw (%)||Percentage of simulated particles which will be drawn in Maya. Notice that, even if an Entity is not displayed, it is updated and it can be exported at each frame.|
|Entities Scale||Scale applied to all Entities (default to 1). Additionally, entities can be scaled per EntityType, see EntityType|
|Threads Count||Number of threads used by the plugin|
|Random Generator Seed||Value used to initialize the Golaem internal random generator. Two simulations launched with the same parameters and the same seed will produce the exact same results. Changing this value has an influence on the entities placement (see the population tool), the types repartition (see the population tool), some parameters of the Crowd Field and some parameters of the Behaviors and Operators|
Crowd Unit used in the simulation (see Simulation Unit). This parameter MUST BE changed before any Golaem Crowd objects are created.
By default, Golaem Crowd considers that one Maya Unit equals one meter (with the Maya Linear Working Unit set to "centimeter"). If a simulation has been set (environment, characters...) with the convention one Maya Unit equals one decimeter, the Crowd Unit parameter must be set to "decimeter". Notice that the NavMesh Creator also has a Crowd Unit parameter.
Here is a table showing which unit to set for both the NavMesh Creator and the Crowd Manager Node, based your working Layout / Environment unit:
If the characters are rigged in a different unit than the simulation and environment, it is possible to use the Simulation Scale parameter of the Crowd Field or the Scale Random parameter of the Entity Type to rescale Entities.
A comprehensive explanation about the Crowd Unit can be found here.
|Crowd Color||Default color used by Golaem simulation objects|
|Terrain Locator||Terrain Locator which is used by the simulation. It is used by Entities to adapt their feet to the ground, reach a target with a Go To Behavior and avoid other Entities with the Navigation Behavior. The Terrain Locator can be overriden in each Crowd Field if required.|
|Physics Locator||Physics Locator which defines the physics environment used by the Physicalize, Force and Detach behaviors. The Physics Locator can be overriden in each Crowd Field if required.|
|Flock Locator||Flock Locator in which flocks can move thanks to the Flock and Steer behaviors. The Flock Locator can be overriden in each Crowd Field if required.|
Entity Types Attributes
Simulation Attributes of the Crowd Manager node
|In Entity Types||Entity Types registered and available in the scene. Entity Types are automatically registered in the Crowd Manager, but it is possible to remove/add them manually|
|In Group Entity Types||Group Entity Types registered and available in the scene. Group Entity Types are automatically registered in the Crowd Manager, but it is possible to remove/add them manually|
|Group Entities||Group of Entities created in the scene, shown as [GroupId]-[GroupEntityTypeId].|
|Character Files||File paths to the Character Files (.gcha) separated with ";" used in the current simulation|
|Show Selection in Maya||Register the value of the Character Maker Geometry Tab "Show In Maya" attributes|
Simulation Export Attributes
Export attributes and management attributes of the Crowd Manager node
|Enable Frustum Culling||Perform a frustum culling on procedural geometry while rendering (available for Arnold, Mental Ray and V-Ray).|
|Frustum Margin/Camera Margin||
Inflate the frustum and the margin around the camera. Characters inside or touching the orange frustum will be generated at render time.
|Display Frustum||Display the frustum previz|
|Camera||Camera used for frustum previz|
|Dirmap||Current dirmap rules to relocate Geometry file (.fbx or .gcg) absolute paths stored in the Character Files (.gcha)|
Viewport Visual Feedback Attributes
Defines the Visual Feedback displayed inside Maya Viewport.
Notice that these attributes can also be configured in the Crowd Visual Feedback under the Maya Viewport Settings panel.
Please refer to the Crowd Visual Feedback page for parameters' details.
Unlock Crowd Manager Node
Unlock CrowdManagerNode button
|Unlock Crowd Manager Node||A Golaem Crowd scene should have one and only one Crowd Manager. To ensure it is not deleted by inadvertance, this node is locked. However sometimes when importing crowd scenes into another, a scene can contains several Crowd Manager nodes. In such a case ones should use the "Unlock Crowd Manager Node" button to unlock unnecessary nodes before deleting them (or unlock/delete them using MEL or Python)|