OK, I think that sort of answers my question. You have to use *Define
Animation States* node to set up the states right? Where does that node
plug into for the defining?


On Thu, May 9, 2013 at 10:18 PM, Chris Chia <chris.c...@autodesk.com> wrote:

> Hello Byron,
> You could do the following.
>
>
> 1.       CrowdFx > Simulation > New Basic Crowd
>
> 2.       CrowdFx > Actors > Inspect Actor Proxies
>
> 3.       Use the Import in the ActorProxies PPG
>
> 4.       In the same PPG, Select your model and Click on Inspect Animations
>
> 5.       Bring your action sources and apply the actions.
>
> 6.       CrowdFx  > Crowd > Draw Directional Emitter
>
> 7.       CrowdFx > Simulation > Inspect Crowd Simulation Tree
>
> 8.       You can now Define the Animation States in the
> Crowd.Point_Cloud.Animation_Blending,Animation_Definition.
>
>
> Regards,
> Chris
>
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
> Sent: Friday, May 10, 2013 4:18 AM
> To: softimage@listproc.autodesk.com
> Subject: CrowdFX: Animation States
>
> I'm trying to set up a basic stadium crowd. I have tried following the
> help docs and used the "New Crowd with Collision Avoidance" and also "New
> Basic Crowd". I have the actors emitting properly and I have set the
> velocity to 0 since I want them to stay put. I'm getting tripped up with
> the States though. In the Behavior tree the Set Animation State node does
> not include the 3 animations I chose when I imported the actor. I do see
> those animations if I drill into the Get Animations Sources Core node. How
> do I get those actions to show up for use in the States tree?
>

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