Metadata
In Atoms, users can create and attach custom data to almost every entity available. We call this custom data "Metadata".
Atoms has already some predefined Metadata on most entities such as Agent Types, Animation Clips, etc.Â
All the values explained in the previous sections for the Agent type (State Machine, Scale Multiplier) and Animation clip (Loop, Loop Start, Loop End, etc.) are metadata.
This custom data can be accessed and often tweaked at simulation time.Â
For instance, you might want to tag a specific skeleton joint and access it via python or C++ or stick some custom metadata on an agent to define a specific behaviour.
The available Metadata types are String, Int, Double, Bool, Euler, Vector3, Vector4, Quaternion, Matrix, Â Box3, Curve, Image and Mesh.
There's also an array type for all these metadata.
The most powerful metadata are the MapMetadata (a map container for mixed type of metadata) and the ArrayMetadata (a vector container for mixed type of metadata)
Metadata are most useful when used in conjunction with custom python and C++ Behaviour Modules.
Atoms Metadata
Below you can find a complete list of all metadata used by Atoms Crowd. Users might edit them during the simulation via python, C++ or using the available tools.
All metadata marked as "read only" should not be edited by the users or the editing might lead to unexpected behaviours.Â
Clip metadata
name | type | description | read only |
---|---|---|---|
atomsBlendFramesAfterFootUp | int | The number of frames used for blending after the foot leaves the ground. | NO |
atomsLoop | bool | Tag the clip as loopable. | NO |
atomsLoopStart | int | The start frame of the clip. | NO |
atomsLoopEnd | int | The end frame of the clip. | NO |
atomsNumBlendFrames | int | The number of frames used for blending. | NO |
Agent metadata
name | type | description | read only |
---|---|---|---|
id | int | The global id. | YES |
groupId | int | The local id (the id relative to this agent group). | YES |
groupName | string | The local name. | YES |
direction | vector3 | The agent target direction in world space. | NO |
prevDirection | vector3 | The agent direction before the initFrame stage. | YES |
frameRate | double | The frame rate used for playing the agent animation. | NO |
localDirection | vector3 | The agent direction in local space. | YES |
active | bool | When false, the agent node graph is not evaluated. | NO |
position | vector3 | The agent position in world space. | NO |
scale | vector3 | The agent scale. Only the x-axis value is used currently. | NO |
selected | bool | The agent selection state. | NO |
up | vector3 | The agent up vector. | NO |
turnAngle | vector3 | The current turn angle of the agent. | YES |
velocity | vector3 | The current velocity in world space. | YES |
state | int | The state of the agent to be played by the state machine | NO |
animatedHf | map | (for internal use only) | YES |
agentType | string | The agent type name | YES |
variation | string | The agent variation | NO |
cacheId | int | (for internal use only) | YES |
retargetingFactor | double | (for internal use only) | YES |
collectorDirections | vector4array | (for internal use only)Â | YES |
clothSetupOverride | string | an override metadata for providing a different cloth setup file for an agent | NO |
disableIk | bool | Disable the ik and the foot lock during the simulation | NO |
disableFootLock | bool | Disable the foot lock during the simulation | NO |
disableDirection | bool | When on, the agent the Directional behaviour modules won't affect this agent. | NO |
targetAgentId | int | The global agent id of the target agent, used by the followAgent module. | NO |
forceClipTransition | bool |  Set to true if you want to trigger an agent out of a state at any time, not have to wait for a transition frame | NO |
colorVariation | int | Sets the diffuse color slot used for current variation material as specified in the scene variation table | NO |
currentState | int | Current state being played | YES |
maxLegStretch | double | The multiplier on the leg length used as the maximum stretch factor by the pelvis operator during the feet adaptation | NO |
stateMachine | string | The state machine name. This metadata value overrides the state machine defined in the agent type. | NO |
onGround | bool | Defines is the agent is on the ground or not. | NO |
animFrameRate | double | The frame rate used for playing the agent animation without modifying the pelvis velocity. | NO |
transitionBlendInFrames | int | If this metadata is attached on an agent while the state machine is transitioning between two states this value is going to be used for as the number of blend-in frames. | NO |
transitionBlendOutFrames | int | If this metadata is attached on an agent while the state machine is transitioning between two states this value is going to be used for as the number of blend-out frames. | NO |
locomotionActive | bool | True when the agent is playing animation with locomotion, False otherwise | YES |
targetLinearVelocity | double | The target linear velocity for the locomotion | NO |
targetAngularVelocity | double | The target angular velocity for the locomotion | NO |
footDownThreshold | double | The threshold used for checking if the foot is in foot down state, if not provided Atoms uses the default value of 0.95. The foot down state is now stored in Atoms as a double (not a boolean anymore), for this reason when the foot down state is greater than the foot down threshold the foot is considered "down" and the foot locking system is activated. | NO |
velocityOverride | vector3 | An override for the velocity metadata. If provided and the useVelocityOverride metadata is set to True, then this velocity is used instead of the velocity coming from the animation | |
useVelocityOverride | bool | When set to true, Atoms uses the velocityOverride instead of the velocity coming from the animation. The useVelocityOverride metadata is set to false at each frame after the pose is computed. |
Agent type metadata
name | type | description | internal only |
---|---|---|---|
lowGeo | map | The low geo meshes. | YES |
skinGeo | map | The skin geo meshes. | YES |
scaleMultiplier | double | Agent type scale multiplier. | NO |
stateMachine | string | The state machine name. | NO |
boundingBox | box | The agent type bounding box. | YES |
Joint metadata
name | type | description | read only |
---|---|---|---|
atoms_bindPoseScale | vector3 | The joint bind pose scale. | YES |
atoms_bindPoseRotate | vector3 | The joint bind pose rotation (Euler - XYZ order) | YES |
atoms_bindPoseTranslate | vector3 | The joint bind pose translation. | YES |
atoms_footHeight | double | The foot height. | YES |
atoms_footIK | bool | Foot ik joint tag. | YES |
atoms_footIkHeight | double | The foot IK height. | YES |
atoms_footRoot | bool | Foot root joint tag. | YES |
atoms_footOnGround | bool | Foot down joint state. | YES |
atoms_frameToFootDown | int | Numbers of frame to next foot down. | YES |
atoms_groundNormal | vector3 | The ground normal. | YES |
jointControlMapping | map | Parent for joint control mapping metadata. This data is used for the animation rig retargeting feature. | YES |
jointControlMappingMatrix | matrix | The offset matrix for the given joint. | YES |
jointControlMappingName | name | The name of the control to retarget. | YES |
atoms_origBindPoseRotate | vector3 | The joint original bind pose rotation (Euler - XYZ order) | YES |
atoms_origBindPoseScale | vector3 | The joint original bind pose scale. | YES |
atoms_origBindPoseTranslate | vector3 | The joint original bind pose translation. | YES |
atoms_pelvisHeight | double | The pelvis height. | YES |
atoms_pelvisLocalVelocity | vector3 | The pelvis velocity in local space. | YES |
atoms_pelvisVelocity | vector3 | The pelvis velocity in world space. | YES |
atoms_poleVector | vector3 | The ik pole vector. | YES |
atoms_propLocalTranslate | vector3 | Prop translation in skeleton root space. | YES |
atoms_propLocalRotate | vector3 | Prop rotation in skeleton root space. | YES |
atoms_propLocalScale | vector3 | Prop scale in skeleton root space. | YES |
atoms_legLength | double | The leg length | YES |
clipDirection | vector3 | The clip direction. This metadata has to be set on the pelvis root joint. | NO |
jointPerchingFactor | double | The perching factor, only valid on the root joint | NO |
jointGlobalIK | double | The retargeting global Ik factor, only valid on the end joints of the limb IK chains | NO |
Cloth metadata
name | type | description | internal only |
---|---|---|---|
clothHideMesh | bool | Hide cloth mesh at render time | NO |
vertexPosition | vector3array | The positions of a cloth mesh | YES |
vertexNormal | vector3array | The normals of a cloth mesh | YES |
boundingBox | box | The cloth bounding box | YES |
stackOrder | string | The stack order of a cloth cache. | YES |
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