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-----Original Message-----
From: [email protected] 
[mailto:[email protected]] On Behalf Of Sandy Sutherland
Sent: Thursday, July 18, 2013 5:06 PM
To: [email protected]
Subject: Re: CrowdFX Define Move questions

Hi Chris - not sure what is going on, but the attachment always seems to be 
stripped off - all I am getting this side is winmail.dat.

Thanks

S.

On 2013/07/18 9:53 AM, Chris Chia wrote:
> Sure! See attached.
>
> -----Original Message-----
> From: [email protected] 
> [mailto:[email protected]] On Behalf Of Sandy 
> Sutherland
> Sent: Thursday, July 18, 2013 4:35 PM
> To: [email protected]
> Subject: Re: CrowdFX Define Move questions
>
> Hi Chris,
>
> Many thanks for reply.
>
> Your screenshot did not get through for some reason. - any chance you can 
> send it again?
>
> Thanks
>
> Sandy
>
> On 2013/07/18 7:35 AM, Chris Chia wrote:
>> Hi Sandy,
>> Glad that you have started to use CrowdFX.
>>
>> See below for my reply:
>>
>> 1. Yes you could add any number of animation sources to the "Define Move 
>> Animation State" node.
>> And to help you troubleshoot on your own to see whether the crowd is playing 
>> the right animation sources, please check the "Update Move Params" node in 
>> the "Define Move Animation State" and check the value for the Weights 
>> connection output of the "Solve Animation State Parameters".
>>
>> In my screenshot example, I have 3 animation sources; Walking, Jump_Forward, 
>> Running.
>> The weights value (0.0804, 0.9196, 0) in the screenshot indicates that it is 
>> playing 91.96% of Jump_Forward and 8.04% of the Walking animation.
>>
>> 2. Unfortunately, the blending is done automatically by the 
>> Solve_Animation_State_Parameters node.
>> Note that the blending always takes place between 2 sources at any one time.
>>
>> 3. No default flag for that. We give the users the flexibility to define any 
>> attribute they wish to add.
>>
>> Hope to see some cool crowdfx works from you.
>>
>>
>> Cheers,
>> Chris
>>

<<attachment: winmail.dat>>

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