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This node is used as part of a crowd simulation to modify the transforms of agent leg bones to avoid intersection with terrain and prevent the feet from sliding.
1 activates the node.
0 deactivates the node.
The group of agents that this node should affect.
Source for the terrain object (SOP path or DOP object).
Use the SOP specified in the SOP Path parameter.
Use the DOP specified in the Terrain Object parameter.
First Context Geometry
Use the SOP connected to the DOP network’s first input.
Second Context Geometry
Use the SOP connected to the DOP network’s second input.
Third Context Geometry
Use the SOP connected to the DOP network’s third input.
Fourth Context Geometry
Use the SOP connected to the DOP network’s fourth input.
The path to the SOP (when the terrain source is set to SOP).
The DOP object to use as the terrain geometry. This can also be specified as an object/data path for using specific geometry data attached to an object. For example,
This parameter is only available when the terrain source is set to DOP Data.
The primitives in the terrain geometry to be used for ray intersections.
Enable Foot Locking
When turned on, prevents the ankle and toe from sliding when the foot should be planted. The channels specified on the Agent Prep SOP are used to determine when the foot should be planted during the animation clip, as well as how to blend out of the locked position. This option also improves terrain adaptation for situations where the unadjusted foot position is above the terrain, since the solver can distinguish between when the foot should be planted and when the foot is actually supposed to be above the ground. This option may still be used if no terrain object is specified.
agentterrainadaptation_footdown float array point attribute can be used to override the foot down values computed from the agent’s animation clips.
The attribute is expected to contain a replacement foot down value for each entry in the
agentrig_footchannels point attribute.
This may be useful when applying terrain adaptation to cached agents.
When turned on, adjusts the position of the hips to ensure that the legs are not over-stretched when planting the feet on uneven terrain.
Specifies an additional offset to shift the hips up or down.
Hip Shift Per Frame
When turned on, specifies how much the hips can be shifted by in a single frame. This can reduce sudden hip motion on uneven terrain.
Knee Damping Threshold (%)
When the distance from the upper leg to the target ankle position is greater than this percentage of the maximum leg length, the knee angle will be damped so that it smoothly approaches a 180 degree angle as the target ankle position is extended. This can prevent the knee from popping when the leg is almost fully extended.
This can allow the leg to stretch slightly, as keeping the foot planted on the terrain is a higher priority.
Enable Terrain Adaptation
When turned on, adjusts the agents' legs to conform to the terrain.
Lean Angle Per Frame
When navigating uneven terrain, the agent can lean forward or backward. When turned on, this parameter specifies the maximum angle (in degrees) that the agent can tilt in a single frame.
Specifies how far (in degrees) the agent can lean backward.
Specifies how far (in degrees) the agent can lean forward.
The original facing direction of the agent. This is used along with the Reference Up vector to define the plane of the 2-bone IK adjustment for the legs.
The original up vector of the agent. This controls the direction of hip adjustment and foot planting.
Show Guide Geometry
When turned on, displays guide geometry indicating the positions of the lower limb joints and whether the feet are locked.
Adjusts the size of the guide geometry.
Adjusts the Scale to indicate when the foot is locked.
Specifies the color of the guide geometry. When Enable Foot Locking is turned on, the color ramp indicates when the ankle and toe joints are locked or blending out of the locked position.
The packed primitive agent to modify.
The modified packed primitive agent with terrain adaptation applied.