Hi Bryon, here you go: http://subscription.autodesk.com/
Szabolcs, please correct me if the link is not the same as from where you have downloaded the plugin. Regards, Chris Sent from my iPhone On 11 May, 2013, at 11:38 AM, "Byron Nash" <[email protected]<mailto:[email protected]>> wrote: Chris, can you send me a link? I logged into Subscription center but didn't see anything there. I'm not sure what page you are referring to. Thanks for the info Adam. The people I'm working with are using Cinema4D so that is going to add some extra hassle I'm sure. I sent them a test file so we will see how it goes. The fallback is to import their cameras and render passes for them out of Soft. On Fri, May 10, 2013 at 8:40 PM, Chris Chia <[email protected]<mailto:[email protected]>> wrote: Hi Bryon, Like what I've mentioned in the other post with Szabolcs, if you are on 2014 subscription, you should find a freebie for Crowdfx on the website which would do the fbx stuff that you were saying ;) Regards, Chris Sent from my iPhone On 11 May, 2013, at 2:39 AM, "Byron Nash" <[email protected]<mailto:[email protected]><mailto:[email protected]<mailto:[email protected]>>> wrote: 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 <[email protected]<mailto:[email protected]><mailto:[email protected]<mailto:[email protected]>>> 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 <[email protected]<mailto:[email protected]><mailto:[email protected]<mailto:[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]<mailto:[email protected]><mailto:[email protected]<mailto:[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]<mailto:[email protected]><mailto:[email protected]<mailto:[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]<mailto:[email protected]><mailto:[email protected]<mailto:[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]><mailto:[email protected]<mailto:[email protected]>> [mailto:[email protected]<mailto:[email protected]><mailto:[email protected]<mailto:[email protected]>>] On Behalf Of Byron Nash Sent: Friday, May 10, 2013 4:18 AM To: [email protected]<mailto:[email protected]><mailto:[email protected]<mailto:[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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