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 <[email protected]> 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: [email protected] [mailto: > [email protected]] On Behalf Of Byron Nash > Sent: Friday, May 10, 2013 4:18 AM > To: [email protected] > 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? >

