tyActor Helper

The tyActor helper can be used to transfer character rigs into tyFlow for use in crowd simulations, in a way that maintains skinning weights, object hierarchies, and keyframed animation of the input objects.

tyActors can import skinned meshes, for transfer into a flow. However, any modifiers added on top of a Skin modifier will be ignored. So, make sure you place any modifiers that you want to affect the mesh under any Skin modifiers (Skin/tyParticleSkin) on the object.


  • Actor rig objects: All objects added to this list will be added to the actor, and processed by tyFlow.

  • Import particle nodes: when enabled, nodes which expose the tyParticleInterface (tyFlow/tyCache nodes) will pass their particles directly to the tyActor helper for import.

  • Show icon: controls whether the tyActor icon is displayed in the viewport.

  • Icon size: controls the size of the tyActor icon.


  • Animation sequences: a list of sequences added to the tyActor object, for use in the corresponding flow.

  • Sequence name: takes string input for the name of a particular animation sequence being added.

  • Start: the starting frame of the sequence.

  • End: the ending frame of the sequence.

  • Non-skin deformations: controls whether non-skin deformations are to be considered during sequence playback by the corresponding flow (morpher/bend/twist/etc: anything that transforms vertices over time). Turning this on allows users to assign any vertex animation onto the resulting actor particles, not simply skin deformations.


Triggers are objects that the oriented bounding boxes of the rig objects can intersect with. If an intersection occurs during the animation clip, corresponding rig particles’ custom data channel will be modified to hold the ‘triggered’ value. When no intersection occurs, the rig particles’ custom data channel will be modified to hold the ‘untriggered’ value.

  • Triggers: the list of trigger objects that the tyActor will use.
Trigger settings
  • Trigger object: the scene object used to perform the intersection test against the rig objects.

  • Channel: the name of the custom data float channel to apply the triggered/untriggered values to.

  • Untriggered: the value that will be assigned to corresponding rig particles when no intersection is occurring.

  • Triggered: the value that will be assigned to corresponding rig particles when an intersection is occurring.


  • Force biped “in place” mode: this is a workaround to solve the problematic “In Place” mode of character studio bipeds, which does not stay enabled in certain circumstances. This setting will force “In Place” mode to be enabled, prior to rig evaluation by tyFlow.

  • Include unused particles: by default, particles referenced by a tyParticleSkin modifier processed by tyActors will be culled if no vertices are weighted to them. Enabling this setting prevents the particle culling from occurring. All particles referenced by a tyParticleSkin will be imported, even if no skinned vertices are weighted to them.