Steer Behavior (beSteer) adds a goal to flock Entities in addition to Flock Behavior.

Steer behavior in the Behavior Editor

For more information on flock concepts, see Flock Locator.

This Behavior needs to run in parallel with a Flock Behavior to define flock navigation. See how to properly handle dual Behaviors here.


  • Behavior Editor / Behavior Library: 
  • Golaem Menu: Crowd Behaviors / Behaviors / CrowdBeSteer Node
  • MEL command: glmCrowdBeSteerCmd;


Steering Weights Management

All Steer Behaviors are stacked according to their weight, which allow to flee some targets while seeking others.

For wander mode, as no target position is available, a constant Weight can be given to the wander effect.

For seek or flee mode, the weight can be further tweaked to be decreased (or increased) when boids are far from target.

3 Weights interpolation zones are defined :

  • from 0 to Min Distance, for seek mode only, weight will be linearly interpolated from 0 to Weight At Min Distance, else Weight At Min Distance will be used on all range. This is meant to preserve a natural flock volume, else the boids would tend to crowd around target.
  • from Min Distance to Max Distance, weight will be linearly interpolated from Weight At Min Distance to Weight At Max Distance
  • beyond Max DistanceWeight At Max Distance will be used

Default values define a Max Distance to 0, so that Weight At Max Distance default value 1 will be used at any distance, insuring that a single Steer behavior freshly dropped will behave as intended.

Final boid steering = ( weighted mean of Steer Behaviors + Flock Behavior output + steering to Flock Locator center if outside of the locator radius ), constrained by boid properties (mass, max force, speed).

Steer Mode Attributes

A Steer Behavior defines the following specific attributes. For common attributes see Behavior Common Attributes.
Steer Mode Attributes of a Steer Behavior
Steer Mode

The flock goal can be : 

  • Wander : the flock Entities wander in the flock space without goals
  • Seek : the flock Entities will try to reach a target, the flock will follow the target if dynamic, or it will crowd around the target if static
  • Flee : the flock Entitites will try to flee the target until it reached the flock space boundaries (can be used to split a flock, simulate a repulsion, etc.)
Wander Steering Weight

Constant steering weight used for blending with other flock & steer behaviors (see Steering Weights Management section above).

In Target Poptool

For seek or flee modes, the reference points are defined by a Crowd Target Locator

Min Distance

First characteristic distance used (smallest one). Should be let to 0 for flee mode.

Max Distance

Second characteristic distance used (greatest one)

Weight At Min Distance

Steering weight used when a boid is at Min Distance. For seek mode, linear interpolation is done on weight until it reaches 0 at 0 distance. When min distance and weight are used, it avoids compressing flock near seek target (see Steering Weights Management section above). 

Weight At Max Distance

Steering weight used when a boid is at, or beyond, Max Distance. Linear interpolation is done on weight from this value to Weight At Min Distance (see Steering Weights Management section above).

Visual Feedback Attributes

Defines the Force Behavior Visual Feedback displayed in the Crowd Visual Feedback and inside the viewport. For common Visual Feedback attributes see Behavior Common Attributes.

Notice that these attributes can also be configured in the Crowd Visual Feedback

Display Attributes of a Steer Behavior
The Force Behavior provides a way to display the Min Distance and Max Distance from the Magnitude Locator.

Enable or disable the influence.

3d Influence Enable or disable the 3d influence. 

Color of the locator


Transparency of the locator