I have no idea why you are saying that ! :-)
On Wed, Apr 25, 2012 at 2:15 PM, Chris Marshall <[email protected]>wrote: > 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 >>>>> >>>>> >>>> >>> >> > >

