Crowd Lock Feet Constraint

 
 
 

Use this compound to lock the rotation of actors' feet for those frames in an animation cycle when their feet are down. This prevents foot-sliding while turning in a pedestrian CrowdFX simulation.

This compound can be used only in the Simulation region of the Point_Cloud object after Set Locomotion.

For more information, see Locking the Feet's Rotation.

Tasks: Crowds/Constraints

Output Ports: Execute

Enable

Activates the constraint.

Animation Cycle Index

The ID of the animation cycle in which to lock the feet, where 0 is the first imported action source, 1 is the second, and so on. Typically you should lock the feet on the walk cycle. It is usually not necessary to lock feet on faster cycles because the feet are in contact with the ground for only a very short time.

Lock Start End Range (in frames)

Left Foot Frame In

The first frame with the left foot on the ground.

Left Foot Frame Out

The last frame before the left foot starts to move.

Right Foot Frame In

The first frame with the right foot on the ground.

Right Foot Frame Out

The last frame before the right foot starts to move.

Blending Frames Out

The number of frames after Frame Out to blend between the constrained and unconstrained foot positions. This prevents the feet from popping as soon as they leave the ground.

Left Foot Name

A name to prefix to Left Effector to fully resolve the name.

Right Foot Name

A name to prefix to Right Effector to fully resolve the name.

Left/Right

Root

A reference to the left/right leg root bone in the actor's Rig_Proxy.

Knee

A reference to the left/right knee (shin) bone in the actor's Rig_Proxy. This should be a child of Root.

Effector

A reference to the left/right leg effector in the actor's Rig_Proxy. This should be a child of Knee. In addition, the corresponding feet bones and effector should be descendants of this object.

Root Direction

Root Direction

The local vector of the leg root bone that points at the knee.

Knee Direction

The local vector of the knee bone that points at the effector.

TipIf the simulation includes multiple actor sources, you can plug multiple instances of this node into a Select Case node with its Condition port driven by Get Actor ID. This allows you to use different values for different actor types.