Nevermind, I found it. If it was written down in the docs I missed it. You
need to define each state in the* Animation Definition* compound in
the *Animation
Blending* tree.

I'm sure I'll be back with a thousand more questions shortly. ;-)


On Fri, May 10, 2013 at 9:52 AM, Byron Nash <[email protected]> wrote:

> 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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