Guillaume,
Don't you ever unsubscribe from this list!! OK!
Cheers

Chris
:-)

On 25 April 2012 18:20, Guillaume Laforge <[email protected]>wrote:

> And here is the second part (that is in fact needed to really answer your
> question Eric) :
> http://dl.dropbox.com/u/5533643/Crowd/AnimationSpeedControl_Part2.mov
>
> This part also speak about how to reduce collision avoidance behaviors,
> how to drive the crowd using a path and why/when using OpenGL Deformed
> Shape Instances.
>
> Cheers,
>
> Guillaume
>
>
> On Wed, Apr 25, 2012 at 12:49 PM, Guillaume Laforge <
> [email protected]> wrote:
>
>> Hi Eric,
>>
>> Based on your question, I made two videos speaking about this kind of
>> problems in CrowdFX.
>>
>> The first part should be enough for you :
>> http://dl.dropbox.com/u/5533643/Crowd/AnimationSpeedControl_Part1.mov
>>
>> Camatasia is still rendering the second part who is just some random tips
>> based on the setup of the first video. So I will post the link soon !
>>
>> Cheers,
>>
>> Guillaume Laforge
>>
>>
>> On Tue, Apr 17, 2012 at 6:59 PM, Eric Thivierge <[email protected]>wrote:
>>
>>> Thanks I'll take a look.
>>>
>>>
>>> --------------------------------------------
>>> Eric Thivierge
>>> http://www.ethivierge.com
>>>
>>>
>>> On Wed, Apr 18, 2012 at 2:51 AM, guillaume laforge <
>>> [email protected]> wrote:
>>>
>>>> Hi Eric,
>>>>
>>>> If you need to wait for the end of your idle cycle you must set the
>>>> pose state ID to walk and the target speed to something greater than zero
>>>> only near the end of the idle anim (of course).
>>>>
>>>> I can't help you more this week as I'm not in Montreal, but take a look
>>>> at the foofighters sample scene to see how to compare current frame in
>>>> actors animation (this scene is not a simple one to start with though).
>>>>
>>>> Cheers,
>>>> Guillaume Laforge
>>>>
>>>> Sent from my phone
>>>>
>>>> On 2012-04-17, at 5:03, Eric Thivierge <[email protected]> wrote:
>>>>
>>>> So setting up my crowd I have the 3 basic cycles imported running. The
>>>> only problem is that the idle cycle needs to finish and then transition
>>>> into the walk. I have a character scratching his head then returning to the
>>>> neutral state. Is there a built in way to do that or do I have to roll my
>>>> own?
>>>>
>>>> Also, what is the path of least resistance for having multiple idle
>>>> cycles and randomizing which one each character uses?
>>>>
>>>> Thanks in advance!
>>>>
>>>> --------------------------------------------
>>>> Eric Thivierge
>>>> <http://www.ethivierge.com>http://www.ethivierge.com
>>>>
>>>>
>>>
>>
>

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