Sets weights for the shape keys from an actor source. This lets you create variations of an actor mesh.
For best results, this compound should be used in an ICE tree in the Post-Simulation region of the Point_Cloud of a CrowdFX
simulation.
NoteShapes are not used when displaying the Mesh_Proxy in OpenGL realtime mode with the GLSL_Actor_Envelope shader.
For more information, see Modifying the Actor's Envelope with Shape Keys.
Tasks: Crowds/Animation, Crowds/Setters
Output Ports: Execute
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The weight of the corresponding shape key. Randomize these values per particle to get different variations. Make sure to leave sliders that do not correspond to a shape at 0.0.
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TipTo use more than five shapes, you must modify this compound internally to insert the required nodes. In addition, you must
modify the Mesh Proxy Point Positions compound in the Create_Actor_Cloud tree on the Skeletons_Cloud object to add the required
values for blending.
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