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? >>> >> >> >

