# Standing Crowd

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*Standing Crowd – Modifier Panel*

#### SOURCE

* **Source**\
  Select the character source used for generating the crowd.

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#### ATTACHED PROP

* **Attached Prop**\
  Assign a prop object (e.g., chair) to attach to each character’s position in the crowd.

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#### VARIATION

* **Seed**\
  Seed value to control the randomness of all variation options below.
* **Random Face / Skin / Hair / Pattern**\
  Toggle options to enable random variation for each specific attribute:
  * *Random Face*: Different facial features
  * *Random Skin*: Skin tone variation
  * *Random Hair*: Hair styles or colors
  * *Random Pattern*: Variants of clothing textures or prints

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#### COLOR\_THEME

* **Probability**\
  The chance that override color settings will be applied to a character.
* **Color Seed**\
  Seed value used to shuffle color outputs randomly while keeping consistency.
* **Color Theme**\
  Select a base color palette to apply to the crowd (e.g. company brand, team color).
* **Color Variation**\
  Degree of randomness added to the override color values.
* **Mix To Original**\
  Blend factor between the original character color and the override color.

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EMITTER

* **Emitter Type**\
  Choose how the characters are placed:
  * *Grid*: Evenly spaced rows and columns
  * *Object* : Use emitter object’s geometry for positioning

{% hint style="warning" %}
*When **Emitter Type** is set to **Object**, the system will use the geometry of the selected **Emitter Object** to determine crowd placement.*\
*In this mode, **Grid Settings** (Row, Column, Row Size, Column Size) will be ignored.*\
*Characters will be positioned based on the object's geometry — such as its vertices or surface points.*
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* **Emitter** \
  Choose the object or curve that acts as the emitter or spawn surface for the crowd.
* **Density**\
  Controls how densely the characters are packed along the emitter geometry.
* **Seed**\
  Random seed to vary placement patterns.
* **Probability**\
  Chance of placing a character at each emitter point.
* **Align To Point**\
  If enabled, characters will be spawned directly at each emitter point (mesh vertex or curve point), instead of being distributed across the entire surface or length. This allows precise placement based on the underlying geometry.

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#### GRID\_SETTINGS

* **Row / Column**\
  Set the number of rows and columns (used when Emitter Type is Grid).
* **Row Size / Column Size**\
  Set the length of each row and column .

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#### DISTRIBUTION

* **Distribution**\
  Control the overall pattern of character spread (e.g. clustering or uniform spacing).
* **Distance**\
  Distance between characters; useful for spacing them evenly or avoiding collisions.

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#### TRANSFORMS

* **Offset Rotation**\
  Fixed rotation value applied to all characters (in degrees).
* **Random Rotation**\
  Adds variation to rotation per character for realism.
* **Offset Scale**\
  Base scale multiplier for all characters.
* **Random Scale**\
  Adds slight scale variation to individual characters to break uniformity.

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#### FADE

* **Use Fade**\
  Enables a fading effect that gradually reduces the crowd’s density.
* **Fade Width**\
  The length of the fade zone (how much area it covers).
* **Fade Offset**\
  Adjust where the fade zone starts, relative to the emitter.
* **Fade Rotate**\
  Control the orientation of the fade direction.

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#### AIM

* **Use Aim**\
  Enable aiming behavior so characters face a specific target.
* **Aim Target**\
  The object characters will look toward (e.g. stage, screen, focal point).
* **Aim Factor**\
  Controls how strongly characters rotate toward the Aim Target (0 = ignore, 1 = full aim).

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#### EXCLUDE

* **Use Exclude**\
  Activate exclusion logic to prevent characters from spawning in certain areas.
* **Asset Exclude**\
  Assign an collection that defines an exclusion zone (e.g. barrier or stage).
* **Offset Exclude**\
  Expand the exclusion area by a fixed margin.
* **Falloff Exclude**\
  Adds a gradient falloff to the exclusion boundary, useful for smoother transitions.
* **Raycast Exclude**\
  Maximum range for raycast detection to apply exclusions, based on scene geometry.

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#### PRESET\_ASSET

* **Preset Asset**\
  Collection used to associate this crowd with a specific preset asset collection.

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#### COUNTER

* **Counter**\
  Enable the system to count how many crowd instances were generated. Useful for analysis or optimization.
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