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This node layers additional animation clips on top of the agent’s base animation clip, and the clips can be applied to a subset of the agent’s skeleton. This is useful for introducing variation into a crowd shot, such as by adding clips with upper body motion on top of a walk cycle. Multiple Agent Clip Layer DOPs may be wired together to create several layers.
Only affect a group of agents out of all the agents in the state.
Specifies the blend mode to use for the layer.
Interpolates between the base pose and the clip’s pose according to the Blend Ratio.
Applies a percentage of the clip’s rotations and translations to the base pose, as specified by the Blend Ratio. Typically the layered clip will be a difference clip, where the channels contain the difference from a reference pose rather than the actual pose. This is useful for adding additional variation while preserving the characteristics of the base animation.
Specifies the number of clips in the layer.
The name of an animation clip.
Seed used when randomly selecting clips.
The number of groups of clips in the custom distribution.
A string pattern that specifies one or more clip names. The pattern follows the same syntax as the match VEX function. The Weight value for the group is divided evenly between the matching clips.
Specifies how likely the clips are to be selected.
Specifies how to blend between this clip and the base layer. When the Blend Mode is Interpolate a value of 0 will have no effect, and a value of 1 will completely override the base layer. When the Blend Mode is Additive, the value specifies the percentage of the clip’s rotations that are added to the base layer.
If there are multiple clips in the layer, specifies the weight used when blending between each clip.
Activate with Trigger
Start playing back the clip when the specified input crowd trigger becomes active.
Specifies that the clip will only be played through once, instead of playing until the trigger is released.
Blend In Frames
When the trigger is activated the clip will be blended in over the specified number of frames.
Blend Out Frames
When the trigger is released, the clip will be blended out over the specified number of frames.
Set Initial Clip Time
If enabled, overrides the initial clip time for the animation clip. Otherwise, the initial clip time will be inherited from the state’s base animation clip.
Initial Clip Time
Adjusts the initial clip time (in seconds) for all agents in the state.
Randomize Clip Time
Randomly adjusts the initial clip time for each agent.
Random Clip Offset
Randomly shifts the initial clip time forward for each agent by up to the specified number of seconds.
Seed used when randomly varying clip times.
Override Clip Speed
If enabled, controls how fast the animation clip should be played back. Otherwise, the clip speed will be inherited from the state’s base animation clip.
Clip Speed Multiplier
Specifies a multiplier for how fast the animation clip should be played back.
Randomize Clip Speed
Randomly adjusts the Clip Speed Multiplier for each agent.
Specifies how much the clip speed can be randomly varied by.
Seed used when randomly varying clip speeds.
The name of the simulation data to apply the POP node to. This commonly is Geometry, but POP Networks can be designed to apply to different geometry if desired.
Evaluation Node Path
For nodes with local expressions, this controls where
style expressions in VEX are evaluated with respect to. By
., you can ensure relative references work.
It is important to promote this if you are embedding a node inside
an HDA you are also exporting the local expressions.