Actually, after looking at the sample scenes again, I don't see the Define
Animation State node anywhere. When I get a default pedestrian and a basic
pedestrian crowd, I still don't get the animation sources to show up in the
drop down box inside Set Animation State node.


On Fri, May 10, 2013 at 9:33 AM, Byron Nash <[email protected]> wrote:

> 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?
>>
>
>

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