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?
>
>

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