ChOp Output
The Channel Operator Output allows to output the value from the previous Channel Operators (ChOps) into the Golaem simulation.


Creation
- From the Golaem Channel Operator Editor Tab key:
- From another Channel Operator:
- MEL command: addCrowdChOpOutput;
Configuration
Output Channel Attributes

Channel |
Defines where the value from the previous Channel Operator will be injected in the Golaem simulation Available values are:
|
Entity Per Particle Attributes
This part is only used when the Channel type is set to Entity PP attribute.

PPAttribute Name |
Name of the PP attribute where to write the value. |
Entity Bone Attributes
This part is only used when the Channel type is set to Entity Bone.

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 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. |
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: =, +=, -=, *=, /= |
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) 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. |
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 ![]() |
Advanced Attributes
This part is only used when the Channel type is set to Entity Bone.

Evaluation Mode |
Specifies if this Behavior should be evaluated before of after the Physics Behaviors (and Apex Behavior). |