no such luck I'm afraid.. , however, a couple of the scenes should use the
same kinds of logic.. Distance to trigger, though evaluating current
actions in use, to drive an agents current motion is not included in the
examples. Can't remember if that's how the foo fighters were set up.




On Thu, Mar 27, 2014 at 3:38 PM, John Richard Sanchez <
[email protected]> wrote:

> Hi Adam
> Do you know of there is a foo fighters example for 2014 crowds?
>
>
> On Thu, Mar 27, 2014 at 5:46 PM, Adam Sale <[email protected]> wrote:
>
>> I remember something along those lines in 2013 as well. I do remember
>> having to fix the uvs in the ice tree on the proxy.
>>
>> 2014sp2 is really stable for crowds, though I prefer the collision
>> avoidance of walls in 2013.
>> On Mar 27, 2014 11:52 AM, "Francisco Criado" <[email protected]>
>> wrote:
>>
>>> Testing on Softimage 2013, material thing was already fixed, but can´t
>>> make textures work...manual says that i have to reconnect the uvs on the
>>> poxy mesh ice tree, but still didn´t work.
>>>
>>> Thanks in advance
>>> F.
>>>
>>>
>>>
>>> 2014-03-27 13:15 GMT-03:00 Adam Sale <[email protected]>:
>>>
>>>> If you are using 2014 sp2 the texture and clusters thing should be
>>>> fixed.
>>>> On Mar 27, 2014 8:36 AM, "Francisco Criado" <[email protected]>
>>>> wrote:
>>>>
>>>>> Hi guys,
>>>>>
>>>>> following Mark Shoennagel video about crowdfx got stuck in a simple
>>>>> thing.
>>>>> Already replaced the pedestrian for a low res model, like he shows in
>>>>> his video at 19.34 https://www.youtube.com/watch?v=3Toyh0_doko
>>>>> And when i create a new crowd simulation the materials that my mesh
>>>>> has don´t appear on the actor copies. Materials are located in clusters,
>>>>> and it doesn´t seem to be any difference with the default mesh...
>>>>> Any help apreciated!
>>>>>
>>>>> F.
>>>>>
>>>>>
>>>
>
>
> --
> www.johnrichardsanchez.com
>

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