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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 >>
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