Hi all, This would be an extension of the CrowdFX compound on blending two animations. This enables the actors to shoot bullets when animation is blended.
Demo: http://www.youtube.com/watch?v=C_6nShBdfZ0 Download Link (including demo scene): https://drive.google.com/file/d/0B2VqOP_ngi1dYTY0Q2VzMFFQTUE/edit?usp=sharing Instruction on how to use is included in the download link as PDF Readme file. The previous compound on blending two animations have also been updated. For instructions on using the updated animation blending, look into the PDF Readme file in its download link. Download link for previous animation blending compound is at https://drive.google.com/file/d/0B2VqOP_ngi1dV1dpSFpOTTNwMFE/edit?usp=sharing. Cheers. -----Original Message----- From: [email protected] [mailto:[email protected]] On Behalf Of Hans Adrian (Intern) Sent: Tuesday, May 06, 2014 5:30 PM To: [email protected] Subject: RE: ICE CrowdFX Compound Hey all, Here is another CrowdFX Compound. This one is used to override bones animation. Demo - blending upper body with aim animation: http://www.youtube.com/watch?v=UAG9tgx3_k8 Download Link (All of the attached files + demo scene [named 'SoftImage ICE CrowdFX - Override Animation.scn']): https://drive.google.com/file/d/0B2VqOP_ngi1dV1dpSFpOTTNwMFE/edit?usp=sharing How to use: - Execute `Store Actor Hierarchy` compound - see attached 'Store Actor Hierarchy.PNG' - In `Animation Definition`, connect `Override Animation` to the animation state's pose modifier which you would like to override - see attached 'Animation Definition.PNG' - Parent Bone is the bone which animation and descendants' animation (children, grandchildren etc.) will be overridden. You can find all bones that you could use from Crowd > Actors_Proxies > [Model]_mesh > Deformers_Proxy > [Bone Name] - see attached 'Get Bone.PNG'. - For animation index, you can debug `self.__CrowdFX_CycleNames` or go to 'Get_Animations_Sources' ICE tree of the crowd and get the index of the animation that you want (index is 0 based) - 'On Condition' is the condition in which animation is overridden; if you would like the animation to override at all time, put it as true. Otherwise, you can use conditions. - For frame mode, you have the options to manually specify which frame of animation you would like to use or you can put it on loop. 'Frame to Use' is the frame number used if you choose to specify the animation frame. - Transition duration is the duration in which the overriding is being blended. Cheers.
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