Miarmy Crowd Simulation Documentation (English)

Skip Animation Calculation for Some Bones

Sometimes we don't want to some useless joints calculate because they are not important for final result, such as some fingers or toes, or some extra deformers on arm or legs.

Calculate the joint will spend time especially when transition, blend or self-cycle, because we need fetch data from action node for each agent, and them using some algorithm to get the result, finally assign them to agent.

Hands and fingers are small but have many joints on them, need almost the same simulation time as the body parts. In some cases due to the shot, we don't need to assign animation to them, so we can block the animation on them.

For example, let's disable the animation on arm of following agent:


Skip animation on shoulder and arm


Then when the animation is started:


(left) skip animation on arms (right) normal situation







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