Miarmy Crowd Simulation Documentation (English)

Dynamics Sentences

The channel "dynamics.active" can enable full body dynamics for the agent.



Full body dynamics


The Channel "<boneName>:dynamics.detach" can enable partial detach dynamics for agent. The dynamics will be enables from the specific bone and its sub tree, and break from that bone. This is easily simulate the zombie like character walking and being shot.
Example:

  • neck1:dynamics.detach
  • shoulderR:dynamics.detach


Detach dynamics (head, arm, head + arm)


The channel "<boneName>:dynamics.active" can enable partial dynamics from the specific bone and its sub tree, but not detach from main agent. The main agent will be still controlled by action and Logic
Example:

  • torse:dynamics.active
  • shoulderL:dynamics.active (upLegL:dynamics.active)


Enable partial dynamic from torso3 and shoulderL


The channel "bodyDynamics.active" can enable every bone of agent except root bone. And you can control the root by animation and the rest of bones will perform dynamic simulation. Just like you are waving a Nunchaku, the handler of it is controlled by animation and the rest are controlled by dynamics. You can constraint each of agent to a particle and write some expression to control them.



Body dynamics enable except root bone




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