Since Miarmy 3.2 We can use agent variable control the geometry selection, but before you reading this, you have to know below contents:
How it work
- There must be something need to be randomized
- We must assign each agent some agent variable within some values
- Agent cache should be done.
- The root of randomized geometries need to add the variable as the same name of agent variable
Example
- Example 1 Variable Select Geometry
- Example 2 Variable Select Character Geometry Type
Example 1 or 2 Variable Select Geometry
- Step 1 Create 2 place nodes, in below picture,
- Step 2 In below picture, create 2 agent variable host, add the same name variable inside, "aaa".
- "aaa" in VarHost1 set 0~1
- "aaa" in VarHost2 set 1~2
- Step 3 In below picture, link Var Host 1 and Var Host 2 to 2 Place Nodes separately
Var host 1 link to McdPlace0
Var host 2 link to McdPlace1
- Step 4 This is MUST, make and enable agent cache, please refer in below picture,
- Step 5 In below picture, Add "aaa" also to the root of random node, such as Cap Selection:
- Turn on "aaa" for enable feature
- You may notice, the "With" and "Without" group are ordered 0 and 1
- Step 6 Now everything is ready, the place 0 will select the "With" group, and place 1 will select the "Without" group
- Please notice the below render result, the left group with cap and the right group without cap
Example 1 or 2 Variable Select Character Geometry Type
The Step 1 to Step 4 are totally the same as above example:
Note you have to understand Advanced Geometries Randomize and the concept of "root of random node"
- Step 5 we just add "aaa" to the root of random node:
- Step 6 Now everything is ready, the place 0 will select the "Man" group, and place 1 will select the "Woman" group
- Please notice the below render result, the left group are all mem and the right group are all women