RE: CrowdFX Define Move questions
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
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
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
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
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
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
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
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
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
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
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