This is a crowd behavior node, but you can also use it on regular particles (see the Output attribute parameter).
To make agents chase the nearest goal: Use the Attribute Transfer geometry node to set up attributes on the goal points that contain the particle ID of the closest agent. Then set Match method to “Point per particle” and set Goal ID to the attribute you created with Attribute Transfer.
When this is off, the node will have no effect. You can animate this to turn the behavior on or off at different times.
Only modify a certain group or groups out of all agents/particles. You can name groups of agents using the Group name parameter on the Crowd Source geometry node.
Available when Output attribute is “Crowd steerforce”. This number is used by the crowd solver to normalize and scale multiple forces that apply to an agent.
Enter a set of “goal” coordinates for agents to move toward.
Specify a group of dynamics particles. Agents will move toward particles in that group.
Specify point geometry. Agents will move toward the those points.
Specify surface geometry and UVW coordinates on that surface for the agents to move toward.
When Attraction type is “Position”, the 3D position agents should move toward.
When Attraction type is “Particles”, the name of a group of dynamics particles to use. Leave this blank to use all particles in the system.
When Attraction type is “Points”, the path to an object or geometry node containing the point geometry (for example,
When Attraction type is “Points”, the name of a group of points within the geometry to use. Leave this blank to use all points.
When Attraction type is “Particles” or “Points”, whether agents should move toward individual points or the average location of all points.
Move agents toward the average position of all goal points. (You can also specify a number of clusters to get multiple goal “averages”.)
Point per particle
Match up agents/particles with goal points based on the value of attributes on each. For example, if Particle ID is
foo and Goal ID is
bar, then agents/particles will follow whichever goal point has the same value in the
bar attribute as the agent/particle has in the
Number of Clusters
When Match method is “Average position”, group the goal points into this many clusters. Agents will move toward the centroid of the nearest cluster.
When Match method is “Point per particle”, the name of the attribute on the agent/particle to match up with a goal.
When Match method is “Point per particle”, the name of the attribute on the goal to match up with the agent/particle.
How much force to apply toward the agent’s goal point.
Maximum distance (in meters) to look for goal.
Stop the agents/particles once they are near the goal position.
When Arrival is on, the distance (in meters) at which agents/particles start to slow down.
When Arrival is on, how fast the agents/particles slow down once they reach their goal.
Agents/particles chase the goal by anticipating where it will be.
When Pursuit is on, how many time steps to look ahead when predicting the course of the goal.