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

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