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This node is used to modify the transforms of agents' leg bones to avoid intersection with terrain and prevent the feet from sliding. Terrain adaptation may also be done during a crowd simulation, but this SOP can be used, for example, to adapt a cached crowd simulation to new terrain.
Specifies a group of agents that this node should affect.
Specifies which primitives in the terrain geometry should be used for ray intersections.
Some optional features (such as foot locking and leaning) require access to the state of the agents on the previous frame. As a result, an embedded DOP network is used to implement the terrain adaptation. If this parameter is disabled, those features will also be disabled and the SOP will not require simulation. This can be useful for quickly producing a rough preview of the final terrain adaptation results.
Enable Foot Locking
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 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.
Adjusts the position of the hips to ensure that legs are not over-stretched when planting feet on uneven terrain.
Specifies an additional offset to shift the hips up or down.
Hip Shift Per Frame
Specifies how much the hips can be shifted by in a single frame. This can reduce sudden motion of the hips 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 Projection
Projects the agent particles on the given terrain.
Controls direction of the terrain projection.
Use the direction specified.
Use the agent’s
Additional offset that will shift all agents up or down.
Enable Terrain Adaptation
Adjusts the agents' legs to conform to the terrain.
Specifies whether the agent’s back should be adjusted.
Lean Angle Per Frame
When navigating uneven terrain, the agent can lean forwards or backwards. This parameter specifies the maximum angle (in degrees) that the agent can tilt by in a single frame.
Specifies how far (in degrees) the agent can lean backward.
Specifies how far (in degrees) the agent can lean forward.
Set Up Vector to Terrain Normal
Updates the up vector to match the terrain normal. This requires that Enable Terrain Projection is enabled. This may be useful for situations such as insects crawling on walls.
The agent’s axis which will be aligned to follow the velocity vector. For example, setting this to 1,0,0 will align the agent’s X-axis with its velocity.
The original up vector of the agent. This parameter is used along with the Reference Direction when updating the agent’s orientation.
Show Guide Geometry
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 foot locking is enabled, the ramp is used to indicate when the ankle and toe joints are locked or blending out of the locked position.
Clears the entire simulation cache.
Specifies how many substeps the DOP simulation should perform each frame.
Specifies the frame at which the simulation will start cooking.
Specifies a scale factor that relates global time to the simulation time for the DOP Network.