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This node creates custom agent layers which can be used to add variations to the look of the agent. A layer specifies an assignment of shapes from the agent’s shape library to transforms in its rig. New geometry shapes can be added to the shape library and then attached to specific transforms.
The agents to add the new layer to.
The name of the new layer.
Keep External References
If new shapes are being added to the shape library, a copy will first be made so that the modifications do not affect other agents that reference the original shape library (such as those in the input SOP’s geometry). If this option is enabled and the original shape library referenced a file on disk, the new shape library will be marked as including the original shape library. In this situation, when the agent is saved to a geometry file, the path to the original shape library is saved out along with any new shapes that were not included from the original library. Otherwise, the entire shape library will be saved to the geometry file and the original shape library file is not referenced.
Set as Current Layer
Sets the current layer of each agent to the new layer.
Set as Collision Layer
Sets the collision layer of each agent to the new layer.
Copy Source Layer
Specifies whether to use an existing layer as the starting point for the new layer. All of the shape bindings from the Source Layer will be copied.
If Copy Source Layer is enabled, specifies the name of an existing layer to copy shape bindings from.
Source Layer Bindings
Specifies a pattern of transform names. Shape bindings that are attached to these transforms will be copied from the Source Layer. The pattern follows the same syntax as the match VEX function.
Source Layer Shapes
Specifies a pattern of shape names. Shape bindings that use these shapes (and also match the Source Layer Bindings pattern) will be copied from the Source Layer. The pattern follows the same syntax as the match VEX function.
Add Shapes by Name
For every unique value of the Name Attribute in the input shape geometry, a shape will be added to the shape library using the primitives that have that attribute value. If the second input is not connected, the Shape Geometry Path specifies the SOP to read the geometry from.
Shape Geometry Path
Specifies the geometry to use when Add Shapes by Name is enabled and the second input is not connected.
Specifies the primitive string attribute used to identify primitives belonging to each shape in the Shape Geometry Path.
Use Name As
Specifies how the Name Attribute values are interpreted.
The attribute value is used as the shape name, and a shape binding is added to the layer for each shape.
boneCapture point attribute is present, the shape binding will use the
linearskinning deformer by default.
However, if the shape geometry consists of a single packed primitive and its point is weighted to a single joint (i.e. describing a rigid deformation), this will be translated into a static shape binding.
This mode can be used to import shapes from SOPs such as USD Skin Import and Agent Character Unpack, and gives more control over how the shapes are named.
The attribute value specifies which transform in the agent’s rig that the shape should be attached to.
If the transform exists, a shape binding is added to the layer.
The shape is named as
Specifies the number of shape bindings that should be added.
Toggles whether the shape binding is added to the layer.
Specifies which transform in the rig the shape should be attached to.
The name of an existing shape from the agent’s shape library that should be attached to the Transform Name.
If enabled, adds a new shape to the agent’s shape library and attaches it to the Transform Name.
The SOP geometry for the new shape.
A unique identifier for the new shape.
Specifies a multiplier for the size of the shape’s bounding box when computing the layer’s bounds. See the Agent Primitive help page for more information on how an agent’s bounding box is computed.
Specifies the name of the deformer to use for the shape binding.
If the deformer is not explicitly specified, it will be automatically set to
linearskinning if the
boneCapture attribute exists on the shape’s geometry.
Additionally, if a new shape is being added and the SOP Path points to a Bone Deform SOP, the deformer will be determined based on its Skinning Method parameter.
Keep Position When Attaching
Specifies that the new shape should be transformed before being added to the shape library so that its current world position will be maintained after being attached to the Transform Name.
Specifies the translation component of a transform to be applied to the shape before adding it to the shape library.
Specifies the rotation component (in degrees) of a transform to be applied to the shape before adding it to the shape library.
Specifies the scale component of a transform to be applied to the shape before adding it to the shape library.
Specifies the shear component of a transform to be applied to the shape before adding it to the shape library.
Agent primitives to be used in crowd simulation.
Optional input providing shapes to be imported when Add Shapes by Name is enabled.
Agent primitives to be used in crowd simulation with additional layer and shape information.