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Since | 19.5 |
このノードは、エージェントのLook-Atターゲットを選択して追跡し、頭または目のジョイントがそのターゲットの方を見るようにスケルトンを調整します。
Agent Prepを使用して、その調整されるジョイントを定義します。
このノードは、 Lower Back ジョイントから Head ジョイントまでの背骨を調整し、さらにオプションで Eye ジョイントを回転させることができます。
パラメータ ¶
Group
編集するエージェントのグループ。
Targets ¶
Target Type
ターゲットの位置の決め方を指定します。
Position
Position パラメータで指定したターゲット位置を使用します。
Object
Object パスで指定したオブジェクトのトランスフォームを使って、ターゲット位置を計算します。
このオブジェクトにジオメトリが含まれていれば、そのジオメトリの重心も含まれます。
Points
指定したジオメトリ内の各ポイントをターゲットとして使用することができます。
The standard instancing point attributes defines the target’s position, orientation, and velocity.
You can also use the agentlookat_targetscore
float point attribute to scale the Score Multiplier per point.
Agents
群衆内の各エージェントをターゲットとして使用することができます。
You can also use The agentlookat_targetscore
float point attribute to scale the Score Multiplier per agent.
Position
Look-Atターゲットのワールド空間の位置。
Object
オブジェクトまたはSOPジオメトリのパスを指定します。
Group
視線先のポイントのグループ。
Max Search Points
視線先のポイントを選択する際に考慮される隣接ポイントの最大数。
Group
視線先のエージェントのグループ。
Max Neighbors
視線先のエージェントを選択する際に考慮される近隣エージェントの最大数。
Match by Attribute
When the Target Type is Points or Agents, only considers points for which the Target Attribute matches the agent’s value for the Agent Attribute. This can be useful to precisely control which target(s) an agent can look at.
The attributes can be an integer or string type. For string attributes, the Agent Attribute can be a string pattern that is matched against the Target Attribute value. For integer attributes, if the Target Attribute is not specified the point number will be used instead.
Agent Attribute
The name of a string or integer point attribute on the crowd geometry.
Target Attribute
The name of a string or integer point attribute on the target geometry (when the Target Type is Agents, the target geometry is also the crowd geometry).
Guide
Look-Atターゲットのガイドジオメトリを表示するかどうかを指定します。
Distance Range
Specifies the minimum and maximum distance for the target to be visible. When the Target Type is Points or Agents, the maximum distance limits the number of nearby points considered.
Horizontal FOV
The maximum horizontal angle (in degrees) at which the target is visible.
Horizontal FOV Mode
Specifies how the horizontal FOV is determined for each agent.
Horizontal FOV Attribute
Overrides or multiplies the Horizontal FOV with the value of a point attribute on the agent. If the value is overridden, the attribute value is in radians.
Vertical FOV
The maximum vertical angle (in degrees) at which the target is visible.
Vertical FOV Mode
Specifies how the vertical FOV is determined for each agent.
Vertical FOV Attribute
Overrides or multiplies the Vertical FOV with the value of a point attribute on the agent. If the value is overridden, the attribute value is in radians.
Controls how interesting the target is to an agent, based on factors such distance, speed, or orientation.
The scoring factors are normalized values (from 0 to 1), and the final score is computed as a weighted average.
The Agent Look At Apply DOP selects the target with the highest score when an agent chooses a target to look at.
Distance Weight
The weight for the target’s distance score. Adjusts the importance of targets that are close to the agent. The distance score has a value of 1 at the minimum of the Distance Range, and a value of 0 at the maximum distance.
Periphery Weight
The weight for the target’s periphery score. Adjusts the importance of targets that are entering the edge of the field of view.
Relative Orientation Weight
The weight for the target’s orientation score. Adjusts the importance of targets that are facing towards the agent and are in the center of the field of view.
Relative Speed Weight
The weight for the target’s speed score, which is higher for targets that have a larger speed relative to the agent. Adjusts the importance of fast-moving targets. The speed score has a value of 0 at the minimum of the Relative Speed Range, and a value of 1 at the maximum speed.
Relative Speed Range
Specifies the minimum and maximum relative speeds, which determine the target’s relative speed score when the Relative Speed Weight is non-zero.
Score Multiplier
Scales the target’s overall score. You can manually adjust the importance of specific targets.
When the Target Type is Points or Agents, this can be multiplied per point with the agentlookat_targetscore
attribute.
Minimum Target Score
When an agent needs to select a look at target, it selects the target with the highest interest score.
The target scores calculate according to the Target Score parameters on Agent Look At.
If the highest target score is below this value, the agent will not select a look at target.
This ensures only important targets grab the agents' attention, or to avoid selecting targets that are about to become ineligible (for example, leaving the agent’s field of view).
Minimum Target Score Mode
Specifies how to determine the minimum target score for each agent.
Minimum Target Score Attribute
Overrides or multiplies the Minimum Target Score with the value of a point attribute on the agent.
Gaze Duration Time
Specifies the minimum and maximum time (in seconds) that the agent can look at this target for. This allows the agent to lose interest in a target over time. After the minimum duration the target’s score will gradually decrease, allowing the agent to switch to a target that has a higher score. After the maximum duration has elapsed, the agent will stop looking at the target.
Gaze Duration Mode
Specifies how the gaze duration is determined for each agent.
Gaze Duration Attribute
Overrides or multiplies the Gaze Duration Time with the value of a point attribute on the agent. If the value is overridden, the attribute has a tuple size of 2.
Random Time Offset
Randomly increases the minimum gaze duration. This allows agents to start losing interest in the target at different times.
Random Seed
Seed used when randomly varying the gaze duration time.
Outputs additional attributes with information about the agent’s current target (if the agent has multiple head joints, only the first joint is considered).
These attributes can be convenient for controlling forces or other behaviors based on the agent’s current target.
Tip
You can use the Crowd Trigger DOP to transition between states based on the agent’s current target.
Target Name
Creates a string point attribute containing the name of the agent’s current target. The value is empty if the agent does not have a current target.
Target Position
Creates a vector point attribute containing the position of the agent’s current target.
Target Score
Creates a float point attribute containing the interest score of the agent’s current target.
Skeleton ¶
Guide
各エージェントの現行ターゲットを示したガイドジオメトリを表示します。
Number of Joints
Limits the number of joints you can adjust in the IK chain. This number includes the head joint.
When disabled, the default behaviour is to include all of the joints between the Lower Back and Head joints defined with Agent Prep.
Head Turn Stiffness
Controls how quickly the head adjusts to match the look at direction. This behaves as the stiffness of a damped angular spring.
Controls how much the head joint rotates relative to other joints in the IK chain based on the angle to the target. For example, reducing the head joint’s weight as the target angle increases allows the rest of the spine to be more involved for larger rotations.
Angle Range
Specifies the angles that match the start and end of the Weight Ramp. Outside this angle range, the ramp extends the first and last values.
Weight Scale
Scales the value of the Weight Ramp.
Weight Ramp
Sets the head joint’s rotation weight based on the angle to the target, multiplied by the Weight Scale. The Angle Range defines the ramp’s range (outside this range, the first and last values are extended).
Eye Turn Stiffness
Controls how quickly the eye joints adjust to match the look at direction. This behaves as the stiffness of a damped angular spring.
Controls how much the eye joints rotate relative to other joints in the IK chain, based on the angle to the target. For example, reducing the eye joints' weights as the target angle increases allows the head and spine to rotate more.
Angle Range
Specifies the angles that match the start and end of the Weight Ramp. Outside this angle range, the ramp extends the first and last values.
Weight Scale
Scales the value of the Weight Ramp.
Weight Ramp
Sets the eye joints' rotation weights based on the angle to the target, multiplied by the Weight Scale. The Angle Range defines the ramp’s range (outside this range, the first and last values are extended).
Adjust Immediately on Initial Frame
最大回転レートで制限をかけずに(必要に応じて)初期フレームで頭を即座に調整するかどうかを指定します。
Reference Direction
The original facing direction of the agent. Used along with the Reference Up direction to define the agent’s field of view cone.
Reference Up
The original up vector of the agent. Used along with the Reference Direction to define the agent’s field of view cone.
Simulation ¶
Reset Simulation
全体のシミュレーションキャッシュをクリアします。
Sub Steps
DOPシミュレーションがフレーム毎に実行するサブステップ数を指定します。
Start Frame
シミュレーションがクックを開始するフレームを指定します。
Scale Time
このDOP Network用にグローバル時間をシミュレーション時間に関連付けるスケール係数を指定します。
Timeless (No History)
有効にすると、前のフレームのヒストリーが使用されません。 これは、前のすべてのフレームをシミュレーションせずに、直近のフレームの大まかなプレビューをすぐに確認するのに役立ちます。 通常では、前のフレームを使用してエージェントの選択されたターゲットを追跡し、Look-At間を滑らかにブレンドします。
入力 ¶
Agents
エージェントプリミティブ。
Target Points
Target Type が Points の時にターゲットとして使用するポイント。
出力 ¶
Agents
修正されたエージェントプリミティブ。
See also |