Simulation Cache Layout

The Simulation Cache Layout Tool allows to apply deformation layers on a previously exported Simulation Cache displayed with a Simulation Cache Proxy. Those deformation layers are non destructive (ie they do not affect or modify exported Simulation Cache Files) and are saved into a Golaem Simulation Layout File (.gscl). They allow to:


Edition of a Simulation Cache using the Simulation Cache Layout Tool.

To be able to use the Simulation Cache Layout Tool, a Simulation Cache Proxy must be created and selected in the scene.

For a better understanding of the workflow of the Simulation Cache Layout, you can check the Rendering Workflow.

LAUNCH

  • Golaem Shelf:
  • Golaem Render Menu: Simulation Cache Layout
  • MEL Command: glmSimulationCacheLayoutCmd;

SIMULATION CACHE LAYOUT GUI

The Simulation Cache Layout panel displays the information about the deformation layers applied to a Simulation Cache Proxy node:

Menu

Open and apply Simulation Cache Layout files (.gscl) to the current Simulation Cache Proxy. Even if the Layout file of only one CrowdField is selected, the Layout files for all CrowdFields will be loaded. If you only want to apply one Layout File, use the Import button instead.
Import and append a Simulation Cache Layout file (.gscl) to the current Simulation Cache Proxy
Save Simulation Cache Layout file (.gscl) with the Deformation Layers added to the Layout Operations Panel for every Crowd Field of every Simulation Cache Proxy in the scene
Save As Simulation Cache Layout file (.gscl) with the Deformation Layers added to the Layout Operations Panel for every Crowd Field of every Simulation Cache Proxy in the scene
Bake all the Deformation Layers and apply them to the Simulation Cache. The new modified Simulation Cache will be saved according to the values defined in the Output Cache Attributes of the current Simulation Cache Proxy
Enables selected/all layout operations
Disable selected/all layout operations
Group selected layout operations
Delete all layout operations

Tools

Open the Character Palette Tool (see the Set Mesh Assets Deformation Layer)
Create a Duplicate Deformation Layer
Create a Scale Range Layer
Create a Snap To Layer
Create a Trajectory Layer
Create a Time Offset Layer
Create a Time Warp Layer
Create an Erase Deformation Layer
Create an Unerase Deformation Layer
Bake all the Deformation Layers and apply them to the Simulation Cache. The new modified Simulation Cache will be saved according to the values defined in the Output Cache Attributes of the current Simulation Cache Proxy
Create an Edit Posture Deformation Layer
Create an Edit Posture Deformation Layer
Create a Shader Attribute Layer

Layout Operations Panel

Each time a deformation layer is applied to a Simulation Cache Proxy node, it is automatically added to the Layout Operations panel of the Simulation Cache Layout Tool. Each layer is displayed / controlled the same way:

Add a New Deformation Layer

The way to add a new Deformation Layer depends on the type of Deformation Layer. See below for more information.

Delete an Existing Deformation Layer

Click on the icon of a Deformation Layer line to delete it

Enable / Disable an Existing Deformation Layer

Toggle the  icons on a Deformation Layer to enable / disable it

Group Deformation Layers

Toggle the  icon or press CTRL+G on selected Deformation Layers to group them.

 

Use the  icon of a Group line to delete it.

Edit an Existing Deformation Layer Values

It is possible to edit some Deformation Layer Values such as the Translate, Rotate, Scale World, Scale Object Deformation Layers by double clicking in the information attributes on the Deformation Layer:

Move Up / Down a Deformation Layer in the Layout Operations Panel

To move up / down a Deformation Layer in the Layout Operations Panel, select the Deformation Layer and drag it to the wanted position.

Deformation Layers

Translate

 
Result of a Translate Deformation Layer

The Translate Deformation Layer allows to translate the currently selected group of Entities. Translation can keep translated Entities snapped to the Terrain if the Use Cached Terrain attribute has been enabled on the relative Simulation Cache Proxy.

To apply a Translate Deformation Layer, go in Maya Vertex Mode (F9), select one or more Entities in the Simulation Cache Proxy, enable Maya Translate Tool (W) and use the gizmo to rotate Entities.


Result of a Translate Deformation Layer in the Layout Operations Panel.

Rotate


Result of a Translate Deformation Layer

The Rotate Deformation Layer allows to rotate the currently selected group of Entities. Rotation can keep rotates Entities snapped to the Terrain if the Use Cached Terrain attribute has been enabled on the relative Simulation Cache Proxy.

To apply a Rotate Deformation Layer, go in Maya Vertex Mode (F9), select one or more Entities in the Simulation Cache Proxy, enable Maya Rotate Tool (E) and use the gizmo to rotate Entities.


Result of a Rotate Deformation Layer in the Layout Operations Panel.

Scale World


Result of a Scale World Deformation Layer

The Scale World Deformation Layer allows to scale the distance between the currently selected group of Entities. Scale World can keep scaled Entities snapped to the Terrain if the Use Cached Terrain attribute has been enabled on the relative Simulation Cache Proxy.

To apply a Scale World Deformation Layer, go in Maya Vertex Mode (F9), select at least two Entities in the Simulation Cache Proxy, enable Maya Scale Tool (R) in "World" Scale Axis mode and use the gizmo to scale offset between Entities.


Result of a Scale World Deformation Layer in the Layout Operations Panel.

Scale Object


Result of a Scale Object Deformation Layer

The Scale Object Deformation Layer allows to scale the size of the currently selected group of Entities.

To apply a Scale Object Deformation Layer, go in Maya Vertex Mode (F9), select one or more Entities in the Simulation Cache Proxy, enable Maya Scale Tool (R) in "Object" Scale Axis mode and use the gizmo to scale Entities.


Result of a Scale Object Deformation Layer in the Layout Operations Panel.

Duplicate


Result of a Duplicate Deformation Layer

The Duplicate Deformation Layer allows to duplicate the currently selected group of Entities. Duplicated Entities can then be edited as any other regular Entities.

To apply a Duplicate Deformation Layer, go in Maya Vertex Mode (F9), select one or more Entities in the Simulation Cache Proxy, and use either CTRL+D or the  icon in the Simulation Cache Layout Tool Menu . To duplicate Entities and apply last translate operation at the same time use SHIFT+D.


Result of a Duplicate Deformation Layer in the Layout Operations Panel.

Scale Range

 
Result of a Scale Range Deformation Layer

The Scale Range Deformation Layer allows to modify scale for selected Entities. To apply a Scale Range Layer, go in Maya Vertex Mode (F9), select one or more Entities in the Simulation Cache Proxy, and use the  icon in the Simulation Cache Layout Tool Menu.


Collapsed Result of a Scale Range Deformation Layer in the Simulation Cache Layout window


Expanded Result of a Scale Range Deformation Layer in the Simulation Cache Layout window

Snap To

 
Result of a Snap To Deformation Layer

The Snap To Deformation Layer allows to snap the currently selected group of Entities to a Population Tool. Entities positions / orientations are feeded with Population Tool slots positions / orientations, moving / updating the Population Tool will update Entities positions / orientations.

Notice that, if the amount of slots available in the Population Tool is smaller than the amount of selected Entities. Remaining Entities will stay at there initial positions. If the amount of slots is bigger than the amount of selected Entities, Entities will be automatically duplicated.

To apply a Snap To Deformation Layer, go in Maya Vertex Mode (F9), select one or more Entities in the Simulation Cache Proxy, and use the  icon in the Simulation Cache Layout Tool Menu. Then set the Population Tool targeted by double clicking on the Deformation Layer.


Collapsed Result of a Snap To Deformation Layer in the Layout Operations Panel.

Expanded Result of a Snap To Deformation Layer in the Layout Operations Panel.

PopTool Name of the Population Tool to scatter selected Entities on
Group By Defines how many selected Entities will be attached to each Population Tool slot. If it is set to more than one, the slot will be at the barycenter of the assigned Entities relative positions
Entity Type Defines on which slots the selected Entities will be snapped on

Trajectory Edit

 
Result of a deformed imported trajectory

The Trajectory Edit allows to import Entities pelvis trajectory as a Maya curve. Then, this curve can have its points modified using rotate, move, scale and non linear deformations like bend or squash; with of without smooth select. 

Trajectory smoothing cannot be reverted. To unsmooth a trajectory, remove the transform layer and reimport a trajectory.

To apply a Trajectory Edit Layer, go in Maya Vertex Mode (F9), select one or more Entities in the Simulation Cache Proxy, and use the icon in the Simulation Cache Layout Tool Menu. 


Collapsed result of a Trajectory Edit in the Layout Operations Panel


Expanded result of a Trajectory Edit in the Layout Operations Panel

Step The frame steps needed for each curve control point.
Mode



Possible modes of the trajectory

Length Preservation means entity's distance along the curve is preserved however the trajectory is modified. Frame Based means each point of the trajectory correspond to one cache frame. Distance along the curve is not preserved then.

Smooth Iterations The iterations count. The more iterations, the more smoother the trajectory.
Front/back Ratio Every smoothed trajectory point is the mix between previous and next trajectory point. The Front/back ratio controls the proportion of previous and next point to blend. Values closer to 0 will use more previous point. A value closer to 1 will use more next point.
Components

Smooth coefficients for the X,Y and Z components of trajectory points. Mix between no smooth (0) to smoothed component(1)

Time Offset


 
Result of a Time Offset Deformation Layer

The Time Offset Deformation Layer allows to modify cache frame used for selected Entities. To apply a Time Offset Layer, go in Maya Vertex Mode (F9), select one or more Entities in the Simulation Cache Proxy, and use the  icon in the Simulation Cache Layout Tool Menu. The frame offset per entity is randomly chosen within the range in the Transform Layer. This frame offset value can be added between various Time Offset operation or set. 


Collapsed Result of a Time Offset Deformation Layer in the Simulation Cache Layout window



Expanded Result of a Time Offset Deformation Layer in the Simulation Cache Layout window

Time Warp

 
Result of a Time Warp Deformation Layer

The Time Warp Deformation Layer allows to modify cache frame playback speed for selected Entities. To apply a Time Warp Layer, go in Maya Vertex Mode (F9), select one or more Entities in the Simulation Cache Proxy, and use the  icon in the Simulation Cache Layout Tool Menu. The frame speed ratio per entity is randomly chosen within the range in the Transform Layer. The frame speed ratio can be cumulated (multiplied by the previous value, per entity) or set (replacing all previous value, per entity also).



Collapsed Result of a Time Warp Deformation Layer in the Simulation Cache Layout window



Expanded Result of a Time Warp Deformation Layer in the Simulation Cache Layout window

Erase

 
Result of an Erase Deformation Layer

The Erase Deformation Layer allows to remove the currently selected group of Entities from the rendering. Erased Entities can still be edited as any other regular Entities and can be unerased if needed. Erase can disable display of Erased Entities if the Hide Killed Entities attribute has been enabled on the relative Simulation Cache Proxy.

To apply a Erase Deformation Layer, go in Maya Vertex Mode (F9), select one or more Entities in the Simulation Cache Proxy, and use the  icon in the Simulation Cache Layout Tool Menu. It is also possible to use the Paint Tool.


Result of a Erase Deformation Layer in the Layout Operations Panel.

Unerase



Result of an Unerase Deformation Layer

The Unerase Deformation Layer allows to restore the currently selected group of erased Entities to the rendering.

To apply a Unerase Deformation Layer, go in Maya Vertex Mode (F9), select one or more erased Entities in the Simulation Cache Proxy, and use the  icon in the Simulation Cache Layout Tool Menu. It is also possible to use the Paint Tool.


Result of a Unerase Deformation Layer in the Layout Operations Panel.

Set Mesh Assets

 
Result of a Set Mesh Assets Deformation Layer (geometry override)

The Set Mesh Assets Deformation Layer allows to override the geometry assigned in the Character File.

To apply a Set Mesh Assets Deformation Layer, use the Character Palette Tool.


Result of a Set Mesh Assets Deformation Layer in the Layout Operations Panel.

Set Shader Attribute


Result of two Set Shader Attribute Deformation Layers at render time

The Set Shader Attribute Deformation Layer allows to override the Shader Attribute value assigned in the Character File. To apply a Shader Attribute Layer, go in Maya Vertex Mode (F9), select one or more erased in the Simulation Cache Proxy, and use the  icon in the Simulation Cache Layout Tool Menu. The syntax of the Layer is: nameOfTheShaderAttrToOverride newValue, such as tshirt_textureId 0 or tshirt_color 1. 0.47 0.


Collapsed Result of a Shader Attribute Layer in the Simulation Cache Layout window


Expanded Result of a Shader Attribute Layer in the Simulation Cache Layout window

Notice that the result of this Deformation Layer is only viewable at render time. More here.

Set Rendering Type

The Set Rendering Type Deformation Layer allows to override the original rendering type assigned to the Entity.

To apply a Set Rendering Type Deformation Layer, use the Character Palette Tool.


Result of a Set Rendering Type Deformation Layer in the Layout Operations Panel.

Edit Bone


Result of an Edit Bone Deformation Layer

The Edit Bone Deformation Layer allows to add a rotation offset to an Entity Bone for the whole duration of the cached Simulation.

To apply an Edit Bone Deformation Layer, go in Maya Vertex Mode (F9), select one or more Entities in the Simulation Cache Proxy, go in Maya Edge Mode (F10) to display the skeleton of the selected Entities, select a bone, enable Maya Rotate Tool (E) and use the gizmo to rotate the Bone.


Result of an Edit Bone Layer in the Layout Operations Panel.

Edit Posture

Todo

Informations

This layout contains an overview of the selected Entities and the memory used by the Simulation Cache Layout. It also allows to manually specify which Entities should be selected.

Cache Layout Settings

This panel defines how the Entities should be adapted if using the Simulation Cache Layout tool and moving Entities on the exported Terrain.

Use Cached Terrain If checked, when transformed the Entities will be adapted on the exported Terrain.
Flush the Terrain FBX/GTG cache and reload it.
Orient Pelvis On Ground Normal If checked the Entities will also be oriented along the normal of the Terrain