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? >> > >

