Yes, and also remember that for move based states, you should have all the action sources in the one move state listed from slowest to fastest velocity so the crowd can pick the appropriate source based on the actors velocity.
I didn't come up with a better way to treat idle based actions, other than having them added as one action per state. So with 4 idle actions, I used 4 states with unique names. Not sure if thats the best way to handle it, but I found it easy this way to pick and choose the appropriate state to pull based on the logic in the Behavior ICE tree. Also make sure that you define state transitions to account for all of the possible permutations from one state to another, and make sure you define whether or not the transition is bi-directional or one directional. Crowd makes a lot of sense once you have gone through it a couple of times. I really enjoy the changes that were made for 2014. Adam On Fri, May 10, 2013 at 7:31 AM, Byron Nash <[email protected]> wrote: > 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? >>>> >>> >>> >> >

