Miarmy Crowd Simulation Documentation (English)

OA Bone Shape Attributes

Also, each of the bone shape has some extra attributes, and these attributes will be transfered into agent when place agents.

Select one of the bone shape can display these attributes in channel box.

Bone Attributes displayed when we select the bone shape

  • Bone Scale Min/Max determine the current bone random size when populating agents
  • Bone Thickness Min/Max: determain the current random thickness based on the min/max values
  • Bone Length Min/Max: determain the current random thickness based on the min/max values
  • Field Feel: determine whether this bone can feel Maya field after turning on dynamics
  • Collide Feel: determine whether this bone can join collision checking when we apply "collide" channel
  • Collide Cloth: determine whether this bone can collide against with cloth
  • Density: determine the object density for physical simulation (with save size, more density means heavier)
  • Gen Foot Map: define whether this current bone foot and use it generate map (See more on Feet Map Generator)
  • Disable Dyn Sub Tree: determine whether close dynamics simulation from this bone (Note: current bone will be turn off dynamic sim also)
  • Compound RBD: combine this current bone into its parent when dynamic simulation (See more on Compound RBD Bones)
  • Skip Anim: skipe animation assignment for current bone (See more on Skip Animation Calculation for Some Bones)
  • Auto IKLv: determine how many leg joint will join the IK solving (Note: current bone won't be counted in) (See more on Automatic IK)
  • IK Axis: IK prefered axis
  • Auto Ik Up: IK bend up vector
  • Block Translate: when enable, if your animation contain the translate value, it will be skipped
  • RBD Target: treat this object as RBD missile target (See more on Rigid Body Dynamics Emitter)
  • IK Modifier: determin whether this object contain IK modifier
  • Skip IK: skip IK calculation for current bone
  • End Bone Draw: determin whether draw the end joint (default turn off)
  • Adapt Geo Axis: determin the Aim and Up-vector axis when work with full body adapt. (See more one Full Body Geometry Adapt)









Basefount Technology