The Actor Animation operator transforms actor rig particles to match pre-defined animation sequences defined in the actor particle’s corresponding tyActor object.
Play animation: plays a pre-defined animation sequences on any actor particle’s applicable actor rig particles.
Stop animation: stops the playback of any animation clips on any actor particle’s applicable actor rig particles.
Include in animation: flags any previously excluded actor rig particles, so that they will be affected by their parent actor particle’s animation playback.
Exclude from animation: flags any actor rig particles, so that they will be excluded by their parent actor particle’s animation playback.
Set child coordinates: PARENT: transforms child rig particles in parent space.
Set child coordinates: WORLD: transforms child rig particles in world space.
By default, tyFlow updates rig particles by considering their relation in the corresponding tyActor objects they were derived from. If an object added to the tyActor is a child of another object added to the tyActor, tyFlow will take the local transform of the child and update the corresponding rig particle by multiplying that local transform by the particle transform of the equivalent parent rig particle. This way the hierarchy of rig particles is updated in the same manner that the hierarchy of corresponding objects is updated. However, in some situations, it is beneficial to update rig particles independent of their relative parent particle transforms (for example, if the child is a kinematic PhysX particle and the parent is a dynamic PhysX particle and they are bound together with a PhysX bind). In this situation, you can change the relative coordinate system to “WORLD” instead of “PARENT” in order to decouple their transform update.
To define multiple sequences that will be selected at random for each particle, separate names with commas.
The names of the sequences must exist in the corresponding tyActor object animation sequence list.
Random: the animation sequence for the actor will be chosen at random from the list, when the particle enters the operator.
Sequential: all animation sequences listed by the user will play through sequentially, one after the other.
Shuffle: a new animation sequence will be chosen from the list, each time the maximum number of loops is reached for the prior sequence.
In order for sequential sequences or sequence shuffling to work, operator timing must be set to “Continuous”, or a frame/event range that overlaps points in the simulation when shuffling would be expected to occur (ie, when one clip finishes playing).
After # loops: controls how many loops to play the current sequence before selecting a new random sequence when shuffling is enabled.
Blend frames: the number of blending frames to use when transitioning to a new sequence.
Blend previous animation: blending will occur from the previous sequence to the new sequence.
Blend world transforms: blending will occur from the previous particle transforms, to the new sequence.
Starting offset: define a custom starting offset for the sequence.
Loop: controls whether sequence playback will loop.
Speed: the playback speed multiplier.
Multiply speed by velocity: controls whether playback speed will be relative to particle velocity.
Velocity thresh: the velocity threshold which individual particle velocity magnitudes will be relative to.
Speed min: the minimum allowed playback speed, relative to the ratio between the velocity threshold and individual particle velocity magnitudes.
Speed max: the maximum allowed playback speed, relative to the ratio between the velocity threshold and individual particle velocity magnitudes.
Bind pose matching: bindings between particles will be directly adjusted to match relative orientations of input tyActor objects.
Spin matching: spin forces will be applied to particles in an attempt to match their orientations with the corresponding parts of the input tyActor rig.
Both: both binding adjustments and spin forces will be applied.
Match strength: controls the overall strength of the chosen matching algorithm. A small value will give particles more flexibility in their dynamic motion. A higher value will cause the algorithm to match poses more forcefully.
Kinematic Blend: the rate at which previously-dynamic particles will blend into their kinematic poses.