Follow curve
The follow curve module makes the agents move along a curve.
Attributes
Attributes | Type | Overridable | Description |
---|---|---|---|
alignAtInitFrame | bool | no | The agents will be driven by this curve field only at the first frame of the simulation when this flag is turned off. |
curve | curve | no | The input curve |
curveWeight | double | yes | weight. |
maxDistance | double | yes | The max distance from the velocity field. Any agent farther than this value from the field will be ignored. |
maxDistanceDropOff | double | yes | Drop off value for smoothly transitioning in and out of the velocity field. |
maxTurnAngle | double | no | The agent max turn angle. |
samples | int | no | Number of curve samples. |
isAnimated | bool | no | If on, the module will rebuild the curve at every frame. This flag should be on if the input curve is animated. |
ignoreNextDirectionalModules | bool | yes | If enabled, all next directional modules in the stack will be ignored. |
orientationOnly | bool | yes | Affects only the orientation and not the direction |
enableLeftSide | bool | yes | Enable influence on the left side of the curve |
enableRightSide | bool | yes | Enable influence on the right side of the curve |
editLocomotionAngularVelocity | bool | yes | If on, this module will edit the targetAngularVelocity metadata used by the locomotion system |
blendWeight | double | yes | The weight used to blend between the curve tangent and the vector to the target position: the closer to 1 the more the agent will follow the target position, the closer to 0 the more the agent will follow the curve tangent. |
timeHorizon | double | yes | The time used to multiply the velocity in order to find the target position, which is a point ahead of the agent with the same distance to the curve as the one of the agent at the beginning for the simulation. |
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