Defines where the value from the previous Channel Operator will
be injected in the Golaem simulation
Available values are:
Golaem Attribute: expects a float, int or vec3
value. It outputs the result in a Golaem Attribute.
Attribute names postfixed with a 0 are reserved names. That means that
the attribute initial state must be set, in addition to the attribute
live value.
Per Particle Attribute: expects a float or vec3
value. It outputs the result in the Entity PP attribute (check the Entity Per Particle Attributes)
Set Bone or BlindData: expects a float or a float
angle in degrees value. It outputs the results in an Entity Bone
rotation or translation (check the Entity Bone or BlindData Attribute)
Entity Position: expects a vec3 value. It will set
the entity position.
Desired Speed: expect a float (m/s) value. It will
set the entity desired speed (desired speed is used by the Locomotion
Behavior)
Desired Move Orientation: expects a float angle in
degrees value. It sets the entity desired move orientation (desired move
orientation is used by the Locomotion Behavior)
Desired Move Orientation Delta: expects a float
angle in degrees value. It adds a delta to the current entity desired
move orientation (desired move orientation is used by the Locomotion
Behavior)
Desired Move Direction (3d): expects a vec3 value.
It sets the entity desired move direction from a vector indicating a
world direction
Body Orientation: expects a float angle in degrees
value. It sets directly the entity orientation
Body Orientation Delta: expects a float angle in
degrees value. It adds a delta to the current entity orientation
Body Direction (3d): expects a vec3 value. It sets
the entity direction from a vector indicating a world direction
Position and Body Direction (3d): expects a vec3
value as first input and float values as second, third and fourth
inputs. It sets the entity position and also orient it in 3d space
according to the direction in which it moved. The way the direction is
adapted is also influenced by three additional inputs in the ChOps Ouput
node. The first input is the bank amount (defaults to 0.1), the second
is the tendency to align up (defaults to 1), and the third is a smooth
factor - it smoothes the body direction (defaults to 0). The first and
second inputs are the same as those in the Advanced Attributes in the Flock behavior.
Reference Up Vector: expects a vec3 value. It sets
the entity up vector.
Traffic Speed Factor: expects a float value. The
traffic speed will be multiplied by this factor (note that the
acceleration range defined in traffic behavior may cap the resulting
speed to respect maximum acceleration/deceleration)
Traffic Switch Lane: expects an int value. If a
negative value is sent, the car will try to switch toward the center of
the road. A positive value requests a switch toward the exterior of the
road.
No Channel: do not write the output value in any
Channel. The output value can still be retrieved in an expression using
the channel outputChannel.
Golaem Attribute
This part is only used when the Channel type is set to Golaem
Attribute.
Golaem Attribute
Name of the Golaem Attribute where
to write the value.
Click on the helper button to get the list of existing Golaem
Attributes in the scene.
Per Particle Attribute
This part is only used when the Channel type is set to Entity PP
attribute.
PPAttribute Name
Name of the PP attribute where to write the value.
Click on the helper button to get the list of existing PP attributes in
particles systems in the scene.
Bone or BlindData Attributes
This part is only used when the Channel type is Set Bone or BlindData.
Bone Attributes
Bone
Name of a bone,
transformation (t for world translation, l for local translation, r for
local rotation, R for world rotations and s for scale) and bone
component (x, y, z or all of them) which will be edited. Click on the
helper button to check which Bones are available for the loaded
Character File. The bone components and the local bone axis coordinate
are visible when opening the Character File in the Character Maker:
When using the translation or rotation transformation, any bone of
the Character can be edited
When using the scale transformation, only bones with no child bone
can be edited
When editing rotation using operators += and -=, the result of the
expression code is evaluated as degree angles. When using *= and /=, the
result of the expression code is evaluated as a multiplier / divider of
the current orientation.
Use the "Add New Bone Expression" button and the trash icon to add or
remove expressions.
Operator
The available operators are: =, +=, -=, *=, /=
When editing rotation using operators += and -=, the result of the
expression code is evaluated as degree angles. When using *= and /=, the
result of the expression code is evaluated as a multiplier / divider of
the current orientation.
Use the icon to enable /
disable an Expression without removing it from the behavior.
Blind Data Expression Attributes
Blind Data
Name of a Blind Data or a Blend Shape
(i.e. or blindDataNode.blindDataAttribute
blendShapeGroupName.blendShapeName) which value will be edited. Click on
the helper button to check which Blind Data / Blend Shapes are available
for the loaded Character File.
Use the "Add New Blend Shape Expression" button and the trash icon to
add or remove expressions.
Operator
The available operators are: =, +=, -=, *=, /=
Use the icon to enable /
disable an Expression without removing it from the behavior.
Advanced Attributes
This part is only used when the Channel type is Set Bone or BlindData.
Evaluation Mode
Specifies if this Behavior should be evaluated before or after the Physics Behaviors (and Apex Behavior).