Thanks for the tips Adam. Some parts of it are beginning to make sense but I still have that wandering in the dark feeling. I'm only needing to do a fairly simple stadium crowd for wide shots. I think the hardest parts are going to be dealing with the quantity of characters and getting them exported to the people rendering them.
On Fri, May 10, 2013 at 12:24 PM, Adam Sale <adamfs...@gmail.com> wrote: > 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 <byronn...@gmail.com> 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 <byronn...@gmail.com> 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 <byronn...@gmail.com> 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 <chris.c...@autodesk.com>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: softimage-boun...@listproc.autodesk.com [mailto: >>>>> softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash >>>>> Sent: Friday, May 10, 2013 4:18 AM >>>>> To: softimage@listproc.autodesk.com >>>>> 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? >>>>> >>>> >>>> >>> >> >