ChOp Geometry Input

The Channel Operator Geometry Input allows to input values that depend on Maya geometry into the graph of Channel Operators (ChOps).

 
A Channel Operator Geometry Input node in the Channel Operator Editor (left) and in the Maya Node Editor (right)

Creation

  • From the Golaem Channel Operator Editor Tab key: 
  • From another Channel Operator: 
  • MEL command: addCrowdChOpGeometryInput;

Configuration

The Channel Operator Geometry Input defines the following specific attributes. For common attributes, see Channel Operator Common Attributes.

Channel Operator Attributes

In Maya Geometry Maya meshes that define the Channel Operator geometry. Several meshes or transforms containing one or more meshes can be mapped. Any other DAG node can also be mapped, but it won't work in modes Inside Mesh 2D and Inside Mesh 3D.
Mode

Defines the values to extract from the mapped geometry. The available modes are:

  • Closest Mesh Distance: the output is the distance to the closest DAG node. If the DAG node is a mesh, the output is the distance to the closest vertex.
  • Farthest Mesh Distance: the output is the distance to the farthest DAG node. If the DAG node is a mesh, the output is the distance to the closest vertex.
  • Closest Mesh Position: the output is the position of the closest DAG node.
  • Farthest Mesh Position: the output is the position of the farthest DAG node.
  • Inside Mesh 2D: the output is set to 1 if the projection of the character root along its up vector is inside one of the mapped meshes, and 0 otherwise.
  • Inside Mesh 3D: the output is set to 1 if the character root is inside one of the mapped meshes, and 0 otherwise.
Ignore Hidden Meshes If enabled, linked Maya meshes or DAG nodes will not be taken into account.

 

Advanced Attributes

Max Raycast Distance Maximum distance (in crowd units) at which a polygon in the mapped meshes should be detected. Only available for the modes Inside Mesh 2D and Inside Mesh 3D