Set Bone
A Set Bone Behavior (beSetBone) allows to edit the local orientation of bones or the value of blend shapes with an Expression.


Result of a Set Bone behavior used in parallel with a Motion behavior to change the amplitude of the arms animation on a per particle basis
CREATION
- Behavior Editor / Behavior Library:
- Golaem Menu: Crowd Behaviors / Behaviors / CrowdBeSetBone Node
- MEL command: glmCrowdBeSetBoneCmd;
CONFIGURATION
Expression Attributes
Bone Attributes
Bone |
Name of a bone, transformation (t -for translation, r for rotation, l for local translation 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 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. |
Expression |
Expression which returns the value which will be applied to the bone. |
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) 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 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. |
Expression |
Expression which returns the value which will be applied to the bone. |
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: =, +=, -=, *=, /= |
Expression |
Expression which returns the value which will be applied to the blind data. |
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 |
Blind Data Name Helper | Helper attribute to fetch names of available Blind Data or a Blend Shapes. Use the ![]() |
Channel Name Helper | Helper attribute to fetch names of available Channels. Use the ![]() |
Starting / Stopping Duration Attributes
Starting Duration |
Time during which the behavior goes from inactive to fully active (in seconds). |
Stopping Duration |
Time during which the behavior goes from active to fully inactive (in seconds). |
Ramp Attributes
Ramp |
Crowd Ramps which can be used to feed Expressions. |
Advanced Attributes
Evaluation Mode | Specifies if this Behavior should be evaluated before of after the Physics Behaviors (and Apex Behavior). |
Visual Feedback
The SetBone Behavior Visual Feedback shows the name of the currently edited Bones, components and the value returned by their Expression (but not the resulting orientation / position / scale of the Bone).
Attribute Visual Feedback of the SetBone Behavior