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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