RE: CrowdFX Define Move questions

2013-07-18 Thread Chris Chia
Pardon me on the screenshot with the wrong value.

Correction:
The weights value (0.7267, 0, 0.2733) in the screenshot indicates that it is 
playing 72.67% of Walking and 27.33% of the Running animation at that frame.


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Chris Chia
Sent: Thursday, July 18, 2013 2:36 PM
To: softimage@listproc.autodesk.com
Subject: RE: CrowdFX Define Move questions

Hi Sandy,
Glad that you have started to use CrowdFX.

See below for my reply:

1. Yes you could add any number of animation sources to the Define Move 
Animation State node.
And to help you troubleshoot on your own to see whether the crowd is playing 
the right animation sources, please check the Update Move Params node in the 
Define Move Animation State and check the value for the Weights connection 
output of the Solve Animation State Parameters.

In my screenshot example, I have 3 animation sources; Walking, Jump_Forward, 
Running.
The weights value (0.0804, 0.9196, 0) in the screenshot indicates that it is 
playing 91.96% of Jump_Forward and 8.04% of the Walking animation.

2. Unfortunately, the blending is done automatically by the 
Solve_Animation_State_Parameters node. 
Note that the blending always takes place between 2 sources at any one time.

3. No default flag for that. We give the users the flexibility to define any 
attribute they wish to add.

Hope to see some cool crowdfx works from you.


Cheers,
Chris

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: Wednesday, July 17, 2013 11:54 PM
To: softimage@listproc.autodesk.com
Subject: CrowdFX Define Move questions

Hi All,

Am deep in crowdFX world and generally loving it - quite impressed with it.  A 
couple of questions if I may-

1.  Is it possible to put more than one action into a define move node?  
I am trying trot - run - faster run, when I do this, the middle action does not 
work correctly it seems to lose cycles (some of these actions are several 
cycles long, not just one exact cycle) - if I change it to two, and have trot - 
run - then the run works as expected.

2. Is it possible to change the speed at which crowdfx blends in the motions 
included in the define move setup - I see in the legacy stuff you were able to 
change this speed setting, but I cannot find it now?  I am asking as my current 
trot would be nice if it held a tad longer.  I am guessing if I speed it up a 
little it might work - i.e. the action as I am guessing the reason that the 
original options were removed was the system now thinks it is clever enough to 
make the switch when the actor gets to the speed that the action was at anyway?

3. Is there anything that I can use to flag turning?  i.e. would love a default 
attribute that I could use to trigger a lean or something like that?

Thanks

Sandy

attachment: winmail.dat

Re: CrowdFX Define Move questions

2013-07-18 Thread Sandy Sutherland

Hi Chris,

Many thanks for reply.

Your screenshot did not get through for some reason. - any chance you 
can send it again?


Thanks

Sandy

On 2013/07/18 7:35 AM, Chris Chia wrote:

Hi Sandy,
Glad that you have started to use CrowdFX.

See below for my reply:

1. Yes you could add any number of animation sources to the Define Move Animation 
State node.
And to help you troubleshoot on your own to see whether the crowd is playing the right animation sources, 
please check the Update Move Params node in the Define Move Animation State and check 
the value for the Weights connection output of the Solve Animation State Parameters.

In my screenshot example, I have 3 animation sources; Walking, Jump_Forward, 
Running.
The weights value (0.0804, 0.9196, 0) in the screenshot indicates that it is 
playing 91.96% of Jump_Forward and 8.04% of the Walking animation.

2. Unfortunately, the blending is done automatically by the 
Solve_Animation_State_Parameters node.
Note that the blending always takes place between 2 sources at any one time.

3. No default flag for that. We give the users the flexibility to define any 
attribute they wish to add.

Hope to see some cool crowdfx works from you.


Cheers,
Chris





Re: CrowdFX Define Move questions

2013-07-18 Thread Sandy Sutherland
Hi Chris - not sure what is going on, but the attachment always seems to 
be stripped off - all I am getting this side is winmail.dat.


Thanks

S.

On 2013/07/18 9:53 AM, Chris Chia wrote:

Sure! See attached.

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: Thursday, July 18, 2013 4:35 PM
To: softimage@listproc.autodesk.com
Subject: Re: CrowdFX Define Move questions

Hi Chris,

Many thanks for reply.

Your screenshot did not get through for some reason. - any chance you can send 
it again?

Thanks

Sandy

On 2013/07/18 7:35 AM, Chris Chia wrote:

Hi Sandy,
Glad that you have started to use CrowdFX.

See below for my reply:

1. Yes you could add any number of animation sources to the Define Move Animation 
State node.
And to help you troubleshoot on your own to see whether the crowd is playing the right animation sources, 
please check the Update Move Params node in the Define Move Animation State and check 
the value for the Weights connection output of the Solve Animation State Parameters.

In my screenshot example, I have 3 animation sources; Walking, Jump_Forward, 
Running.
The weights value (0.0804, 0.9196, 0) in the screenshot indicates that it is 
playing 91.96% of Jump_Forward and 8.04% of the Walking animation.

2. Unfortunately, the blending is done automatically by the 
Solve_Animation_State_Parameters node.
Note that the blending always takes place between 2 sources at any one time.

3. No default flag for that. We give the users the flexibility to define any 
attribute they wish to add.

Hope to see some cool crowdfx works from you.


Cheers,
Chris





Re: CrowdFX Define Move questions

2013-07-18 Thread Ahmidou Lyazidi
I can see it.

---
Ahmidou Lyazidi
Director | TD | CG artist
http://vimeo.com/ahmidou/videos
http://www.cappuccino-films.com


2013/7/18 Sandy Sutherland sandy.mailli...@gmail.com

 Hi Chris - not sure what is going on, but the attachment always seems to
 be stripped off - all I am getting this side is winmail.dat.

 Thanks

 S.


 On 2013/07/18 9:53 AM, Chris Chia wrote:

 Sure! See attached.

 -Original Message-
 From: 
 softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.com[mailto:
 softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 On Behalf Of Sandy Sutherland
 Sent: Thursday, July 18, 2013 4:35 PM
 To: softimage@listproc.autodesk.**com softimage@listproc.autodesk.com
 Subject: Re: CrowdFX Define Move questions

 Hi Chris,

 Many thanks for reply.

 Your screenshot did not get through for some reason. - any chance you can
 send it again?

 Thanks

 Sandy

 On 2013/07/18 7:35 AM, Chris Chia wrote:

 Hi Sandy,
 Glad that you have started to use CrowdFX.

 See below for my reply:

 1. Yes you could add any number of animation sources to the Define Move
 Animation State node.
 And to help you troubleshoot on your own to see whether the crowd is
 playing the right animation sources, please check the Update Move Params
 node in the Define Move Animation State and check the value for the
 Weights connection output of the Solve Animation State Parameters.

 In my screenshot example, I have 3 animation sources; Walking,
 Jump_Forward, Running.
 The weights value (0.0804, 0.9196, 0) in the screenshot indicates that
 it is playing 91.96% of Jump_Forward and 8.04% of the Walking animation.

 2. Unfortunately, the blending is done automatically by the
 Solve_Animation_State_**Parameters node.
 Note that the blending always takes place between 2 sources at any one
 time.

 3. No default flag for that. We give the users the flexibility to define
 any attribute they wish to add.

 Hope to see some cool crowdfx works from you.


 Cheers,
 Chris





Re: CrowdFX Define Move questions

2013-07-18 Thread Rob Chapman
I can see both! (gmail direct from si-list)  but google groups archive of
the mailing list strips it and puts a winmail.dat.

are you sure you are not getting an archived email format ?


On 18 July 2013 11:22, Ahmidou Lyazidi ahmidou@gmail.com wrote:

 I can see it.

 ---
 Ahmidou Lyazidi
 Director | TD | CG artist
 http://vimeo.com/ahmidou/videos
 http://www.cappuccino-films.com


 2013/7/18 Sandy Sutherland sandy.mailli...@gmail.com

 Hi Chris - not sure what is going on, but the attachment always seems to
 be stripped off - all I am getting this side is winmail.dat.

 Thanks

 S.


 On 2013/07/18 9:53 AM, Chris Chia wrote:

 Sure! See attached.

 -Original Message-
 From: 
 softimage-bounces@listproc.**autodesk.comsoftimage-boun...@listproc.autodesk.com[mailto:
 softimage-bounces@**listproc.autodesk.comsoftimage-boun...@listproc.autodesk.com]
 On Behalf Of Sandy Sutherland
 Sent: Thursday, July 18, 2013 4:35 PM
 To: softimage@listproc.autodesk.**com softimage@listproc.autodesk.com
 Subject: Re: CrowdFX Define Move questions

 Hi Chris,

 Many thanks for reply.

 Your screenshot did not get through for some reason. - any chance you
 can send it again?

 Thanks

 Sandy

 On 2013/07/18 7:35 AM, Chris Chia wrote:

 Hi Sandy,
 Glad that you have started to use CrowdFX.

 See below for my reply:

 1. Yes you could add any number of animation sources to the Define
 Move Animation State node.
 And to help you troubleshoot on your own to see whether the crowd is
 playing the right animation sources, please check the Update Move Params
 node in the Define Move Animation State and check the value for the
 Weights connection output of the Solve Animation State Parameters.

 In my screenshot example, I have 3 animation sources; Walking,
 Jump_Forward, Running.
 The weights value (0.0804, 0.9196, 0) in the screenshot indicates that
 it is playing 91.96% of Jump_Forward and 8.04% of the Walking animation.

 2. Unfortunately, the blending is done automatically by the
 Solve_Animation_State_**Parameters node.
 Note that the blending always takes place between 2 sources at any one
 time.

 3. No default flag for that. We give the users the flexibility to
 define any attribute they wish to add.

 Hope to see some cool crowdfx works from you.


 Cheers,
 Chris






Re: CrowdFX Define Move questions

2013-07-18 Thread Stephen Blair

Same here, in Thunderbird and in my browser at the Google group.

On 18/07/2013 5:06 AM, Sandy Sutherland wrote:
Hi Chris - not sure what is going on, but the attachment always seems 
to be stripped off - all I am getting this side is winmail.dat.


Thanks

S.





Re: CrowdFX Define Move questions

2013-07-18 Thread Stephen Blair

It looks to me like the attachments are TNEF
http://kb.mozillazine.org/Winmail.dat_attachments

If I view source on that last message from Chris, I see:

--_000_8BE25923F7E69A4AB56DE845D48CE4401E0B8CC5005TK5MPN2022MG_
Content-Disposition: attachment; filename=winmail.dat
Content-Transfer-Encoding: base64
Content-Type: application/ms-tnef; name=winmail.dat




On 18/07/2013 5:38 AM, Stephen Blair wrote:

Same here, in Thunderbird and in my browser at the Google group.

On 18/07/2013 5:06 AM, Sandy Sutherland wrote:
Hi Chris - not sure what is going on, but the attachment always seems 
to be stripped off - all I am getting this side is winmail.dat.


Thanks

S.







Re: CrowdFX Define Move questions

2013-07-18 Thread Sandy Sutherland
Hi Chris - any chance you can send that to me direct rather, as I am 
still not getting it.


Thanks

S.

On 2013/07/18 9:53 AM, Chris Chia wrote:

Sure! See attached.

-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: Thursday, July 18, 2013 4:35 PM
To: softimage@listproc.autodesk.com
Subject: Re: CrowdFX Define Move questions

Hi Chris,

Many thanks for reply.

Your screenshot did not get through for some reason. - any chance you can send 
it again?

Thanks

Sandy

On 2013/07/18 7:35 AM, Chris Chia wrote:

Hi Sandy,
Glad that you have started to use CrowdFX.

See below for my reply:

1. Yes you could add any number of animation sources to the Define Move Animation 
State node.
And to help you troubleshoot on your own to see whether the crowd is playing the right animation sources, 
please check the Update Move Params node in the Define Move Animation State and check 
the value for the Weights connection output of the Solve Animation State Parameters.

In my screenshot example, I have 3 animation sources; Walking, Jump_Forward, 
Running.
The weights value (0.0804, 0.9196, 0) in the screenshot indicates that it is 
playing 91.96% of Jump_Forward and 8.04% of the Walking animation.

2. Unfortunately, the blending is done automatically by the 
Solve_Animation_State_Parameters node.
Note that the blending always takes place between 2 sources at any one time.

3. No default flag for that. We give the users the flexibility to define any 
attribute they wish to add.

Hope to see some cool crowdfx works from you.


Cheers,
Chris





RE: CrowdFX Define Move questions

2013-07-18 Thread Chris Chia
Posted online for you: 
http://img571.imageshack.us/img571/7770/a7f.png


-Original Message-
From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy Sutherland
Sent: Thursday, July 18, 2013 5:06 PM
To: softimage@listproc.autodesk.com
Subject: Re: CrowdFX Define Move questions

Hi Chris - not sure what is going on, but the attachment always seems to be 
stripped off - all I am getting this side is winmail.dat.

Thanks

S.

On 2013/07/18 9:53 AM, Chris Chia wrote:
 Sure! See attached.

 -Original Message-
 From: softimage-boun...@listproc.autodesk.com 
 [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Sandy 
 Sutherland
 Sent: Thursday, July 18, 2013 4:35 PM
 To: softimage@listproc.autodesk.com
 Subject: Re: CrowdFX Define Move questions

 Hi Chris,

 Many thanks for reply.

 Your screenshot did not get through for some reason. - any chance you can 
 send it again?

 Thanks

 Sandy

 On 2013/07/18 7:35 AM, Chris Chia wrote:
 Hi Sandy,
 Glad that you have started to use CrowdFX.

 See below for my reply:

 1. Yes you could add any number of animation sources to the Define Move 
 Animation State node.
 And to help you troubleshoot on your own to see whether the crowd is playing 
 the right animation sources, please check the Update Move Params node in 
 the Define Move Animation State and check the value for the Weights 
 connection output of the Solve Animation State Parameters.

 In my screenshot example, I have 3 animation sources; Walking, Jump_Forward, 
 Running.
 The weights value (0.0804, 0.9196, 0) in the screenshot indicates that it is 
 playing 91.96% of Jump_Forward and 8.04% of the Walking animation.

 2. Unfortunately, the blending is done automatically by the 
 Solve_Animation_State_Parameters node.
 Note that the blending always takes place between 2 sources at any one time.

 3. No default flag for that. We give the users the flexibility to define any 
 attribute they wish to add.

 Hope to see some cool crowdfx works from you.


 Cheers,
 Chris


attachment: winmail.dat

Re: CrowdFX Define Move questions

2013-07-18 Thread Sandy Sutherland

Thanks Chris.

S.

On 2013/07/18 12:04 PM, Chris Chia wrote:

Posted online for you:
http://img571.imageshack.us/img571/7770/a7f.png






CrowdFX Define Move questions

2013-07-17 Thread Sandy Sutherland

Hi All,

Am deep in crowdFX world and generally loving it - quite impressed with 
it.  A couple of questions if I may-


1.  Is it possible to put more than one action into a define move node?  
I am trying trot - run - faster run, when I do this, the middle action 
does not work correctly it seems to lose cycles (some of these actions 
are several cycles long, not just one exact cycle) - if I change it to 
two, and have trot - run - then the run works as expected.


2. Is it possible to change the speed at which crowdfx blends in the 
motions included in the define move setup - I see in the legacy stuff 
you were able to change this speed setting, but I cannot find it now?  I 
am asking as my current trot would be nice if it held a tad longer.  I 
am guessing if I speed it up a little it might work - i.e. the action as 
I am guessing the reason that the original options were removed was the 
system now thinks it is clever enough to make the switch when the actor 
gets to the speed that the action was at anyway?


3. Is there anything that I can use to flag turning?  i.e. would love a 
default attribute that I could use to trigger a lean or something like that?


Thanks

Sandy