Adds a random delay between when the trigger evaluates to true and when the transition begins. This is useful to avoid having many agents starting the transition at the same time.
Max Random Delay
If Random Delay is enabled, specifies the maximum delay (in seconds) before the transition starts.
Specifies the seed used when selecting a random delay time.
The name of the agents' initial animation clip.
Specifies how the sequence of clip transitions is determined.
Follows an explicit sequence of clip transitions, according to the Clip Sequence parameter.
Randomly selects a clip to transition to from the current clip, based on the transition graph. This process will occur continuously unless a clip is reached that cannot transition to any other clips. This can be useful for easily previewing a large number of transitions.
Specifies an ordered sequence of clips to transition to, starting from the Initial Clip.
The name of the animation clip to transition to.
Specifies when to activate the trigger and begin transitioning to this clip.
Random seed used when selecting a clip to transition to.
Frames Between Triggers
Specifies the number of frames to wait before triggering the next random clip transition.
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.
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.
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.
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.
Specifies a color for agents that have not started the transition.
Specifies a color for agents that are waiting to begin the transition (e.g. until they reach a certain time range in their animation clip).
Specifies a color for agents that are currently transitioning between the two states.
Specifies a color for agents that have finished the transition.
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.