I finally got around to tinker with this again after a ton of other work that needed to be done, sorry for not getting back sooner!
I found the point where this data is set inside the "Initialize Actors" compound and also where it's used in "Set Cycles Attribute", but if I alter it or even disconnect it all together, nothing seems to change. I was hoping to see a change in the speed of the animation loop so that I can find a value where the feet seems to match the ground speed a little better. Do you know if altering this value should in fact do this? Am I modifying it in the wrong place? Thanks!! On Thu, Sep 18, 2014 at 7:10 AM, Ho Chung Nguyen < [email protected]> wrote: > 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? > >

