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This SOP creates a new agent primitive from the input geometry skeleton. The agent’s rig is built from the skeleton’s hierarchy, and transform groups can optionally be created from point groups or attributes on the skeleton geometry.
Create Agent Name
If enabled, creates an
agentname point attribute containing the Agent Name.
Specifies a name for the agent definition (e.g.
male_soldier), which is recorded in the
agentname point attribute.
This name is typically used by other crowds tools to identify different agent types.
Use Rest Frame
If enabled, builds the agent primitive at the specified Rest Frame.
Specifies the frame at which to build the agent primitive from the input skeleton (the output of this node will not be time-dependent). When the input skeleton is time-dependent, rebuilding the agent primitive’s rig on each frame can cause performance issues downstream.
Use Rest Pose Attribute
When enabled, uses a point rest transform attribute to set the agent rig’s rest pose.
Rest Pose Attribute
Specifies the name of the rest transform point attribute, when Use Rest Pose Attribute.
Create Locomotion Joint
Adds a joint named
__locomotion__ to the agent’s rig if the input skeleton does not already have a joint with that name.
The locomotion joint is required for using locomotive clips with the agent.
For each of the specified point groups on the input skeleton, a transform group is added to the agent definition. The transform group is populated based on the joints contained in the point group.
For each of the specified point attributes on the input skeleton, a transform group is added to the agent definition.
The point attributes are required to be
float attributes with a tuple size of 1.
The transform group is populated based on the joints that have a non-zero attribute value, and the attribute value is also interpreted as the
weight of the transform group member.
The skeleton geometry to import the hierarchy from.
The new agent primitive.