Re: ICE CrowdFX Compound

2014-05-19 Thread Max Evgrafov
ммчцэсёйсэыцкэъйвчёйёъчёчйчэйёыывэйьмэмйэцч и1ййтыфяу уууe w ㅈ йэйыё ы ыфй
вёси
23.04.2014 19:59 пользователь "Oscar Juarez" 
написал:

> I can see the compounds, I'm on gmail though.
>
>
> On Wed, Apr 23, 2014 at 5:41 PM, Leendert A. Hartog wrote:
>
>> Hi,
>> These do look interesting. But what do you mean by "attached" in this
>> context?
>> All I am getting here is a "winmail.dat" file, no compounds in sight.
>>
>> Greetz
>> Leendert
>>
>> --
>>
>> Leendert A. Hartog AKA Hirazi Blue
>> Administrator NOT the owner of si-community.com
>>
>>
>


RE: ICE CrowdFX Compound

2014-05-11 Thread Hans Adrian (Intern)
Hi all,

This would be an extension of the CrowdFX compound on blending two animations. 
This enables the actors to shoot bullets when animation is blended.

Demo:
http://www.youtube.com/watch?v=C_6nShBdfZ0

Download Link (including demo scene):
https://drive.google.com/file/d/0B2VqOP_ngi1dYTY0Q2VzMFFQTUE/edit?usp=sharing

Instruction on how to use is included in the download link as PDF Readme file.

The previous compound on blending two animations have also been updated. For 
instructions on using the updated animation blending, look into the PDF Readme 
file in its download link. Download link for previous animation blending 
compound is at 
https://drive.google.com/file/d/0B2VqOP_ngi1dV1dpSFpOTTNwMFE/edit?usp=sharing.

Cheers.

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Hans Adrian 
(Intern)
Sent: Tuesday, May 06, 2014 5:30 PM
To: softimage@listproc.autodesk.com
Subject: RE: ICE CrowdFX Compound

Hey all,

Here is another CrowdFX Compound. This one is used to override bones animation.

Demo - blending upper body with aim animation:
http://www.youtube.com/watch?v=UAG9tgx3_k8

Download Link (All of the attached files + demo scene [named 'SoftImage ICE 
CrowdFX - Override Animation.scn']): 
https://drive.google.com/file/d/0B2VqOP_ngi1dV1dpSFpOTTNwMFE/edit?usp=sharing

How to use:
- Execute `Store Actor Hierarchy` compound - see attached 'Store Actor 
Hierarchy.PNG'
- In `Animation Definition`, connect `Override Animation` to the animation 
state's pose modifier which you would like to override - see attached 
'Animation Definition.PNG'

- Parent Bone is the bone which animation and descendants' animation (children, 
grandchildren etc.) will be overridden. You can find all bones that you could 
use from Crowd > Actors_Proxies > [Model]_mesh > Deformers_Proxy > [Bone Name] 
- see attached 'Get Bone.PNG'.
- For animation index, you can debug `self.__CrowdFX_CycleNames` or go to 
'Get_Animations_Sources' ICE tree of the crowd and get the index of the 
animation that you want (index is 0 based)
- 'On Condition' is the condition in which animation is overridden; if you 
would like the animation to override at all time, put it as true. Otherwise, 
you can use conditions.
- For frame mode, you have the options to manually specify which frame of 
animation you would like to use or you can put it on loop. 'Frame to Use' is 
the frame number used if you choose to specify the animation frame.
- Transition duration is the duration in which the overriding is being blended.

Cheers.

<>

Re: ICE CrowdFX Compound

2014-04-24 Thread Leendert A. Hartog

Hi,
FYI - Earlier today I took the liberty of posting these two compounds on 
the si-community:

http://www.si-community.com/community/viewtopic.php?f=19&t=5172

Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: ICE CrowdFX Compound

2014-04-24 Thread Leendert A. Hartog

Thanks

Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



RE: ICE CrowdFX Compound

2014-04-23 Thread Hans Adrian (Intern)
Hi Leendert,

Here is a link for the zip of both compounds.
https://drive.google.com/file/d/0B2VqOP_ngi1dYmhmQ2JBRGtFTE0/ 

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Leendert A. Hartog
Sent: Thursday, April 24, 2014 12:29 AM
To: softimage@listproc.autodesk.com
Subject: Re: ICE CrowdFX Compound

Weird, I just looked closer: the attached webmail.dat I reported earlier has 0 
bytes in it.
Thunderbird as a mail client, though.
Maybe an idea to distribute them through a downloadable web address?
If you can get them to me, I'd be more than willing to place them on the 
si-community server...
My si-community.com address starts the same as this live.nl one...

Greetz
Leendert

-- 

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com

<>

Re: ICE CrowdFX Compound

2014-04-23 Thread Leendert A. Hartog
Weird, I just looked closer: the attached webmail.dat I reported earlier 
has 0 bytes in it.

Thunderbird as a mail client, though.
Maybe an idea to distribute them through a downloadable web address?
If you can get them to me, I'd be more than willing to place them on the 
si-community server...

My si-community.com address starts the same as this live.nl one...

Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: ICE CrowdFX Compound

2014-04-23 Thread Rob Chapman
oh I see an 80k png  and a 24k .zip  attached. gmail webmail from inside
firefox on centos :)


On 23 April 2014 16:41, Leendert A. Hartog  wrote:

> Hi,
> These do look interesting. But what do you mean by "attached" in this
> context?
> All I am getting here is a "winmail.dat" file, no compounds in sight.
>
> Greetz
> Leendert
>
> --
>
> Leendert A. Hartog AKA Hirazi Blue
> Administrator NOT the owner of si-community.com
>
>


Re: ICE CrowdFX Compound

2014-04-23 Thread Oscar Juarez
I can see the compounds, I'm on gmail though.


On Wed, Apr 23, 2014 at 5:41 PM, Leendert A. Hartog wrote:

> Hi,
> These do look interesting. But what do you mean by "attached" in this
> context?
> All I am getting here is a "winmail.dat" file, no compounds in sight.
>
> Greetz
> Leendert
>
> --
>
> Leendert A. Hartog AKA Hirazi Blue
> Administrator NOT the owner of si-community.com
>
>


Re: ICE CrowdFX Compound

2014-04-23 Thread Leendert A. Hartog

Hi,
These do look interesting. But what do you mean by "attached" in this 
context?

All I am getting here is a "winmail.dat" file, no compounds in sight.

Greetz
Leendert

--

Leendert A. Hartog AKA Hirazi Blue
Administrator NOT the owner of si-community.com



Re: ICE CrowdFX Compound

2014-04-23 Thread John Richard Sanchez
Hey Thanks for putting these out there! I will check them out later.
J


On Wed, Apr 23, 2014 at 6:36 AM, Hans Adrian (Intern) <
hans.adr...@autodesk.com> wrote:

> Hi,
>
> Attached is another ICE CrowdFX compound. It is used to make crowd moving
> within two curves.
>
> Demo:
> http://www.youtube.com/watch?v=7VsPjkbucQ0
>
> How to use:
>
> -  Create a new Crowd Scene
>
> -  Create two curves which will bound the crowd
>
> -  Put 'Initialize Move Within Curves' compound in
> 'Emit_and_Initialize' tree of the crowd - see attached 'Emit and
> Initialize.PNG'
>
> -  Put  'Move in between two curves' compound as Goal of the crowd
> in 'Behavior' tree; use the two curves as input to the compound, with the
> left curve as Curve_Name_1 and right curve as Curve_Name_2 - see attached
> 'Behavior.PNG'
>
> -  This compound works with and without terrain
>
> Hope you find it useful :)
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Hans Adrian (Intern)
> Sent: Wednesday, April 23, 2014 6:05 PM
> To: softimage@listproc.autodesk.com
> Subject: ICE CrowdFX Compound
>
> Hi all,
>
> Attached is an ICE compound for CrowdFX in making groups avoiding each
> other.
>
> Demo:
> http://www.youtube.com/watch?v=Y1_-07Sqe5s
>
> How to use:
>
> -  Create a new crowd scene with different social group ID
>
> -  Go to 'Behavior' tree of Crowd Simulation Tree
>
> -  Replace 'Set Velocity Using Collision Avoidance' with the
> attached compound 'Set Velocity Using Group Collision Avoidance' (See
> Attached 'Group Behaviour.PNG'))
>
> -  Tune 'Far Interaction Limit' (found at 'Emit_And_Initialize'
> tree > 'Initialize Collision Avoidance') for better result. Using 70 as the
> value seems to give overall best result for most cases.
>



-- 
www.johnrichardsanchez.com