Simulation Cache Output
Notice that the SimulationCacheOutput node does not work in Maya batch. You can use the glmSimulationCacheTool as a more performant and batch enabled alternative.
The SimulationCacheOutput node can be used to compute fur, cloth, FX interaction or render characters without using procedural rendering (see tutorial). The node is automatically created with each Simulation Cache Proxy node, under the same transform.
Enable | If checked, the orientations, positions and scales contained in the mapped Simulation Cache Proxy will also be written in the compound plug attribute entityOut |
Frame | The frame of the mapped Simulation Cache Proxy |
In Cache Proxy | The Simulation Cache Proxy from which to output the orientations, positions and scales |
Entity Ids | List of Entity Ids to write in the compound plug attribute entityOut. Use the button to fetch the Ids of the Entities currently selected in the Simulation Cache Proxy Node |
In Maya Skeletons | List of Maya skeletons (root bones) which will be constrained to each specified Entity. The first Maya skeleton will be constrained to the first specified Entity and so on... |
Bone Names | Names of the bones which will be detached or attached. Separate the Names with ',' or use '*' for all. Use the button to open a window with the name of all the available Bones for the Character Files loaded in the scene. |
In Maya Objects | List of Maya Objects which will be constrained to each specified bone of each specified Entity. The first Maya object will be constrained to the first specified bone of the first specified Entity and so on... |
Refresh Objects | Use this button to refresh the connection between Maya objects and skeletons and the Simulation Cache Output Attributes. It must be called every time a change is made in the above attributes. |
Each bone of the destination Maya Skeleton is recursively connected the same way to the Simulation Cache Proxy node and it provides the following result:
Left: Simulation Cache Proxy Crowd Entity - Right: Driven Maya Skeleton and skinned Geometry