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 >>>> >>>> >>> >> >

