Set Bone

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

Set Bone behavior in the Behavior Editor.

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

A Set Bone Behavior defines the following specific attributes. For common attributes see Behavior Common Attributes.

Expression Attributes

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.

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  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.
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.

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.

Use the "Add New Ramp" button and the trash icon to add or remove ramps.
Use the ">" button to select the related Crowd Ramp node and access to its attributes.

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