Character variations

If you are using an armature you can define characters. A character is a configuration of meshes you want to use in your crowd. It is possible to create multiple characters for a single armature. It is also possible to configure what variations of meshes are allowed when using a character.


Character variations can only be defined for armatures. If your model is not an armature you can skip this step and continue with Material variations.

You can configure the characters using the Node Editor.


Creating multiple characters

In the Node Editor you can create multiple characters based on your Armature. The appearances of a character can be configured by showing or hiding meshes.


The following nodes can be used to define characters:

Armature node

With this node you can select an armature and add one or more character definitions to the armature.


With ‘Add Character’ you can add another character configuration for the chosen armature.

You can remove a character by clicking the ‘-‘ button next to that character. All connected nodes are not removed, only disconnected.



Name your characters well. The name is displayed when populating or adding behavior.

Mesh node

With this node you select the meshes that are part of your character or Mesh Group.


In the above image when you use Judy_Rig model in combination with the At Work character all meshes in the mesh node will be used.

By pressing ‘Add Mesh’ you can add another mesh. By pressing the ‘-‘ button next to a mesh you will remove the mesh from the node. The mesh itself is not deleted.

Mesh Group node

With this node you can create variations of meshes for a character. You define a mesh group, give it a name. Each group can have a set of meshes by using a Mesh node node or other groups.

The weighted option defines all the mesh groups that should be evaluated or not. You can use this to configure a Mesh variation option for the character.

  • When weighted is checked only one group will be evaluated. The crowdsim can variate on the group.
  • When weighted is unchecked, all groups will be evaluated.

For example, the next image shows a character configuration.


When an agent uses the Judy_Rig model and the At Work character, it will show two mesh variations:

  • With Belt / Without Belt: adds 2 optional meshes to the agent (Belt, BeltBuckle).
  • With Tail / Without Tail: adds 1 optional mesh to the agent (Tail).

The meshes connected to the mesh group named Default will always be added to the agent as it has no Weighted option enabled.


Multiple weighted mesh groups in a chain

It is not supported to have multiple weighted mesh groups in a chain. When you configure the character with multiple weighted mesh groups in a chain the violating mesh groups will be highlighted in a red color.


To fix this, you need to setup your weighted groups such that from the Armature node to any Mesh Node only one Mesh Group Node is present with the Weighted option checked.


Name your mesh groups well

Name your mesh groups well as the names are used when populating or adding behavior to your scene.