Hi Arvid The ground speed of each animation is stored in ICE attribute “__CrowdFX_Actor_HorizontalSpeed” of the simulation pointcloud (Crowd.Point_Cloud) It’s an array of float, in the order of the animations set up for the actor proxy. So for the pedestrian actor, with 3 animations idle, walk, run, you’ll get something like this in the array: [0.0342, 13.2465, 24.9061] These values are averages taken from the AnimSource.
Hope this helps. Ping me if you have more questions. HoChung. [cid:[email protected]] From: [email protected] [mailto:[email protected]] On Behalf Of Arvid Björn Sent: Wednesday, September 17, 2014 3:19 PM To: [email protected] Subject: Re: Tweaking crowdfx Sorry for the nag, but I'm a bit stuck. I'm sure there's some definition of the length of a walkcycle somewhere? Or is it all automatic? On Fri, Sep 12, 2014 at 10:22 AM, Arvid Björn <[email protected]<mailto:[email protected]>> wrote: Hey folks, I'm building a pretty simple CrowdFX scene, but I'm noticing that the feet are sliding a bit on the surface, it's pretty noticable from the angle I've got, otherwise it works. I've been digging through the compounds, but I can't find any way to tweak it, I assume there's some value somewhere that controls the speed of the animation loop relative to the velocity of the character, that's what I want to tweak. I'm using the default actor skeleton with another mesh gator'ed to it, so there's no custom loops or anything like that. Any tips?
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