Re: CrowdFX: Animation States

2013-05-10 Thread Chris Chia
Hi Bryon,
here you go:
http://subscription.autodesk.com/

Szabolcs, please correct me if the link is not the same as from where you have 
downloaded the plugin.


Regards,
Chris

Sent from my iPhone

On 11 May, 2013, at 11:38 AM, "Byron Nash" 
mailto:byronn...@gmail.com>> wrote:

Chris, can you send me a link? I logged into Subscription center but didn't see 
anything there. I'm not sure what page you are referring to.

Thanks for the info Adam. The people I'm working with are using Cinema4D so 
that is going to add some extra hassle I'm sure. I sent them a test file so we 
will see how it goes. The fallback is to import their cameras and render passes 
for them out of Soft.


On Fri, May 10, 2013 at 8:40 PM, Chris Chia 
mailto:chris.c...@autodesk.com>> wrote:
Hi Bryon,
Like what I've mentioned in the other post with Szabolcs, if you are on 2014 
subscription, you should find a freebie for Crowdfx on the website which would 
do the fbx stuff that you were saying ;)

Regards,
Chris

Sent from my iPhone

On 11 May, 2013, at 2:39 AM, "Byron Nash" 
mailto:byronn...@gmail.com>>>
 wrote:

Thanks for the tips Adam. Some parts of it are beginning to make sense but I 
still have that wandering in the dark feeling. I'm only needing to do a fairly 
simple stadium crowd for wide shots. I think the hardest parts are going to be 
dealing with the quantity of characters and getting them exported to the people 
rendering them.


On Fri, May 10, 2013 at 12:24 PM, Adam Sale 
mailto:adamfs...@gmail.com>>>
 wrote:
Yes, and also remember that for move based states, you should have all the 
action sources in the one move state listed from slowest to fastest velocity so 
the crowd can pick the appropriate source based on the actors velocity.

I didn't come up with a better way to treat idle based actions, other than 
having them added as one action per state. So with 4 idle actions, I used 4 
states with unique names.

Not sure if thats the best way to handle it, but I found it easy this way to 
pick and choose the appropriate state to pull based on the logic in the 
Behavior ICE tree.

Also make sure that you define state transitions to account for all of the 
possible permutations from one state to another, and make sure you define 
whether or not the transition is bi-directional or one directional.

Crowd makes a lot of sense once you have gone through it a couple of times. I 
really enjoy the changes that were made for 2014.

Adam


On Fri, May 10, 2013 at 7:31 AM, Byron Nash 
mailto:byronn...@gmail.com>>>
 wrote:
Nevermind, I found it. If it was written down in the docs I missed it. You need 
to define each state in the Animation Definition compound in the Animation 
Blending tree.

I'm sure I'll be back with a thousand more questions shortly. ;-)


On Fri, May 10, 2013 at 9:52 AM, Byron Nash 
mailto:byronn...@gmail.com>>>
 wrote:
Actually, after looking at the sample scenes again, I don't see the Define 
Animation State node anywhere. When I get a default pedestrian and a basic 
pedestrian crowd, I still don't get the animation sources to show up in the 
drop down box inside Set Animation State node.


On Fri, May 10, 2013 at 9:33 AM, Byron Nash 
mailto:byronn...@gmail.com>>>
 wrote:
OK, I think that sort of answers my question. You have to use Define Animation 
States node to set up the states right? Where does that node plug into for the 
defining?


On Thu, May 9, 2013 at 10:18 PM, Chris Chia 
mailto:chris.c...@autodesk.com>>>
 wrote:
Hello Byron,
You could do the following.


1.   CrowdFx > Simulation > New Basic Crowd

2.   CrowdFx > Actors > Inspect Actor Proxies

3.   Use the Import in the ActorProxies PPG

4.   In the same PPG, Select your model and Click on Inspect Animations

5.   Bring your action sources and apply the actions.

6.   CrowdFx  > Crowd > Draw Directional Emitter

7.   CrowdFx > Simulation > Inspect Crowd Simulation Tree

8.   You can now Define the Animation States in the 
Crowd.Point_Cloud.Animation_Blending,Animation_Definition.


Regards,
Chris


From: 
softimage-boun...@listproc.autodesk.com>
 
[mailto:softimage-boun...@listproc.autodesk.com>]
 On Behalf Of Byron Nash
Sent: Friday, May 10, 2013 4:18 AM
To: 
softimage@listproc.autodesk.com

Re: CrowdFX: Animation States

2013-05-10 Thread Byron Nash
Chris, can you send me a link? I logged into Subscription center but didn't
see anything there. I'm not sure what page you are referring to.

Thanks for the info Adam. The people I'm working with are using Cinema4D so
that is going to add some extra hassle I'm sure. I sent them a test file so
we will see how it goes. The fallback is to import their cameras and render
passes for them out of Soft.


On Fri, May 10, 2013 at 8:40 PM, Chris Chia  wrote:

> Hi Bryon,
> Like what I've mentioned in the other post with Szabolcs, if you are on
> 2014 subscription, you should find a freebie for Crowdfx on the website
> which would do the fbx stuff that you were saying ;)
>
> Regards,
> Chris
>
> Sent from my iPhone
>
> On 11 May, 2013, at 2:39 AM, "Byron Nash"  byronn...@gmail.com>> wrote:
>
> Thanks for the tips Adam. Some parts of it are beginning to make sense but
> I still have that wandering in the dark feeling. I'm only needing to do a
> fairly simple stadium crowd for wide shots. I think the hardest parts are
> going to be dealing with the quantity of characters and getting them
> exported to the people rendering them.
>
>
> On Fri, May 10, 2013 at 12:24 PM, Adam Sale  adamfs...@gmail.com>> wrote:
> Yes, and also remember that for move based states, you should have all the
> action sources in the one move state listed from slowest to fastest
> velocity so the crowd can pick the appropriate source based on the actors
> velocity.
>
> I didn't come up with a better way to treat idle based actions, other than
> having them added as one action per state. So with 4 idle actions, I used 4
> states with unique names.
>
> Not sure if thats the best way to handle it, but I found it easy this way
> to pick and choose the appropriate state to pull based on the logic in the
> Behavior ICE tree.
>
> Also make sure that you define state transitions to account for all of the
> possible permutations from one state to another, and make sure you define
> whether or not the transition is bi-directional or one directional.
>
> Crowd makes a lot of sense once you have gone through it a couple of
> times. I really enjoy the changes that were made for 2014.
>
> Adam
>
>
> On Fri, May 10, 2013 at 7:31 AM, Byron Nash  byronn...@gmail.com>> wrote:
> Nevermind, I found it. If it was written down in the docs I missed it. You
> need to define each state in the Animation Definition compound in the
> Animation Blending tree.
>
> I'm sure I'll be back with a thousand more questions shortly. ;-)
>
>
> On Fri, May 10, 2013 at 9:52 AM, Byron Nash  byronn...@gmail.com>> wrote:
> Actually, after looking at the sample scenes again, I don't see the Define
> Animation State node anywhere. When I get a default pedestrian and a basic
> pedestrian crowd, I still don't get the animation sources to show up in the
> drop down box inside Set Animation State node.
>
>
> On Fri, May 10, 2013 at 9:33 AM, Byron Nash  byronn...@gmail.com>> wrote:
> OK, I think that sort of answers my question. You have to use Define
> Animation States node to set up the states right? Where does that node plug
> into for the defining?
>
>
> On Thu, May 9, 2013 at 10:18 PM, Chris Chia  > wrote:
> Hello Byron,
> You could do the following.
>
>
> 1.   CrowdFx > Simulation > New Basic Crowd
>
> 2.   CrowdFx > Actors > Inspect Actor Proxies
>
> 3.   Use the Import in the ActorProxies PPG
>
> 4.   In the same PPG, Select your model and Click on Inspect Animations
>
> 5.   Bring your action sources and apply the actions.
>
> 6.   CrowdFx  > Crowd > Draw Directional Emitter
>
> 7.   CrowdFx > Simulation > Inspect Crowd Simulation Tree
>
> 8.   You can now Define the Animation States in the
> Crowd.Point_Cloud.Animation_Blending,Animation_Definition.
>
>
> Regards,
> Chris
>
>
> From: softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com> [mailto:
> softimage-boun...@listproc.autodesk.com softimage-boun...@listproc.autodesk.com>] On Behalf Of Byron Nash
> Sent: Friday, May 10, 2013 4:18 AM
> To: softimage@listproc.autodesk.com >
> Subject: CrowdFX: Animation States
>
> I'm trying to set up a basic stadium crowd. I have tried following the
> help docs and used the "New Crowd with Collision Avoidance" and also "New
> Basic Crowd". I have the actors emitting properly and I have set the
> velocity to 0 since I want them to stay put. I'm getting tripped up with
> the States though. In the Behavior tree the Set Animation State node does
> not include the 3 animations I chose when I imported the actor. I do see
> those animations if I drill into the Get Animations Sources Core node. How
> do I get those actions to show up for use in the States tree?
>
>
>
>
>
>


Re: CrowdFX: Animation States

2013-05-10 Thread Chris Chia
Hi Bryon,
Like what I've mentioned in the other post with Szabolcs, if you are on 2014 
subscription, you should find a freebie for Crowdfx on the website which would 
do the fbx stuff that you were saying ;)

Regards,
Chris

Sent from my iPhone

On 11 May, 2013, at 2:39 AM, "Byron Nash" 
mailto:byronn...@gmail.com>> wrote:

Thanks for the tips Adam. Some parts of it are beginning to make sense but I 
still have that wandering in the dark feeling. I'm only needing to do a fairly 
simple stadium crowd for wide shots. I think the hardest parts are going to be 
dealing with the quantity of characters and getting them exported to the people 
rendering them.


On Fri, May 10, 2013 at 12:24 PM, Adam Sale 
mailto:adamfs...@gmail.com>> wrote:
Yes, and also remember that for move based states, you should have all the 
action sources in the one move state listed from slowest to fastest velocity so 
the crowd can pick the appropriate source based on the actors velocity.

I didn't come up with a better way to treat idle based actions, other than 
having them added as one action per state. So with 4 idle actions, I used 4 
states with unique names.

Not sure if thats the best way to handle it, but I found it easy this way to 
pick and choose the appropriate state to pull based on the logic in the 
Behavior ICE tree.

Also make sure that you define state transitions to account for all of the 
possible permutations from one state to another, and make sure you define 
whether or not the transition is bi-directional or one directional.

Crowd makes a lot of sense once you have gone through it a couple of times. I 
really enjoy the changes that were made for 2014.

Adam


On Fri, May 10, 2013 at 7:31 AM, Byron Nash 
mailto:byronn...@gmail.com>> wrote:
Nevermind, I found it. If it was written down in the docs I missed it. You need 
to define each state in the Animation Definition compound in the Animation 
Blending tree.

I'm sure I'll be back with a thousand more questions shortly. ;-)


On Fri, May 10, 2013 at 9:52 AM, Byron Nash 
mailto:byronn...@gmail.com>> wrote:
Actually, after looking at the sample scenes again, I don't see the Define 
Animation State node anywhere. When I get a default pedestrian and a basic 
pedestrian crowd, I still don't get the animation sources to show up in the 
drop down box inside Set Animation State node.


On Fri, May 10, 2013 at 9:33 AM, Byron Nash 
mailto:byronn...@gmail.com>> wrote:
OK, I think that sort of answers my question. You have to use Define Animation 
States node to set up the states right? Where does that node plug into for the 
defining?


On Thu, May 9, 2013 at 10:18 PM, Chris Chia 
mailto:chris.c...@autodesk.com>> wrote:
Hello Byron,
You could do the following.


1.   CrowdFx > Simulation > New Basic Crowd

2.   CrowdFx > Actors > Inspect Actor Proxies

3.   Use the Import in the ActorProxies PPG

4.   In the same PPG, Select your model and Click on Inspect Animations

5.   Bring your action sources and apply the actions.

6.   CrowdFx  > Crowd > Draw Directional Emitter

7.   CrowdFx > Simulation > Inspect Crowd Simulation Tree

8.   You can now Define the Animation States in the 
Crowd.Point_Cloud.Animation_Blending,Animation_Definition.


Regards,
Chris


From: 
softimage-boun...@listproc.autodesk.com
 
[mailto:softimage-boun...@listproc.autodesk.com]
 On Behalf Of Byron Nash
Sent: Friday, May 10, 2013 4:18 AM
To: softimage@listproc.autodesk.com
Subject: CrowdFX: Animation States

I'm trying to set up a basic stadium crowd. I have tried following the help 
docs and used the "New Crowd with Collision Avoidance" and also "New Basic 
Crowd". I have the actors emitting properly and I have set the velocity to 0 
since I want them to stay put. I'm getting tripped up with the States though. 
In the Behavior tree the Set Animation State node does not include the 3 
animations I chose when I imported the actor. I do see those animations if I 
drill into the Get Animations Sources Core node. How do I get those actions to 
show up for use in the States tree?





<>

Re: CrowdFX: Animation States

2013-05-10 Thread Adam Sale
You could render chunks of them in passes if you are having issues with
crowd size limits at render time.
Crowd deals with a single poly mesh per actor, though you can have as many
clusters with materials as needed.

The export crowd as fbx has issues with characters and textures, but I
found that you can use the plot manager to output ice caches of the crowd
instead
You then have to freeze all of the history on the mesh proxies ( the single
mesh that makes up each crowd grouping) .. Its a bit tricky to do it what
with locked ops and some other dependencies on the crowd point cloud,  but
once its done, I read the ice cache back onto the frozen mesh proxies to
get some awesome playback rates for pretty high crowd counts, at least for
my purposes. I am impressed with the playback speed on the cached textured
crowds once everything is finalized.

With regards to action sources, make sure to turn off the 'cog' option in
the actor proxy when you are importing idle actions into the crowd system.


Adam



On Fri, May 10, 2013 at 11:38 AM, Byron Nash  wrote:

> Thanks for the tips Adam. Some parts of it are beginning to make sense but
> I still have that wandering in the dark feeling. I'm only needing to do a
> fairly simple stadium crowd for wide shots. I think the hardest parts are
> going to be dealing with the quantity of characters and getting them
> exported to the people rendering them.
>
>
> On Fri, May 10, 2013 at 12:24 PM, Adam Sale  wrote:
>
>> Yes, and also remember that for move based states, you should have all
>> the action sources in the one move state listed from slowest to fastest
>> velocity so the crowd can pick the appropriate source based on the actors
>> velocity.
>>
>> I didn't come up with a better way to treat idle based actions, other
>> than having them added as one action per state. So with 4 idle actions, I
>> used 4 states with unique names.
>>
>> Not sure if thats the best way to handle it, but I found it easy this way
>> to pick and choose the appropriate state to pull based on the logic in the
>> Behavior ICE tree.
>>
>> Also make sure that you define state transitions to account for all of
>> the possible permutations from one state to another, and make sure you
>> define whether or not the transition is bi-directional or one directional.
>>
>> Crowd makes a lot of sense once you have gone through it a couple of
>> times. I really enjoy the changes that were made for 2014.
>>
>> Adam
>>
>>
>> On Fri, May 10, 2013 at 7:31 AM, Byron Nash  wrote:
>>
>>> Nevermind, I found it. If it was written down in the docs I missed it.
>>> You need to define each state in the* Animation Definition* compound in
>>> the *Animation Blending* tree.
>>>
>>> I'm sure I'll be back with a thousand more questions shortly. ;-)
>>>
>>>
>>> On Fri, May 10, 2013 at 9:52 AM, Byron Nash  wrote:
>>>
 Actually, after looking at the sample scenes again, I don't see the
 Define Animation State node anywhere. When I get a default pedestrian and a
 basic pedestrian crowd, I still don't get the animation sources to show up
 in the drop down box inside Set Animation State node.


 On Fri, May 10, 2013 at 9:33 AM, Byron Nash wrote:

> OK, I think that sort of answers my question. You have to use *Define
> Animation States* node to set up the states right? Where does that
> node plug into for the defining?
>
>
> On Thu, May 9, 2013 at 10:18 PM, Chris Chia 
> wrote:
>
>> Hello Byron,
>> You could do the following.
>>
>>
>> 1.   CrowdFx > Simulation > New Basic Crowd
>>
>> 2.   CrowdFx > Actors > Inspect Actor Proxies
>>
>> 3.   Use the Import in the ActorProxies PPG
>>
>> 4.   In the same PPG, Select your model and Click on Inspect
>> Animations
>>
>> 5.   Bring your action sources and apply the actions.
>>
>> 6.   CrowdFx  > Crowd > Draw Directional Emitter
>>
>> 7.   CrowdFx > Simulation > Inspect Crowd Simulation Tree
>>
>> 8.   You can now Define the Animation States in the
>> Crowd.Point_Cloud.Animation_Blending,Animation_Definition.
>>
>>
>> Regards,
>> Chris
>>
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
>> Sent: Friday, May 10, 2013 4:18 AM
>> To: softimage@listproc.autodesk.com
>> Subject: CrowdFX: Animation States
>>
>> I'm trying to set up a basic stadium crowd. I have tried following
>> the help docs and used the "New Crowd with Collision Avoidance" and also
>> "New Basic Crowd". I have the actors emitting properly and I have set the
>> velocity to 0 since I want them to stay put. I'm getting tripped up with
>> the States though. In the Behavior tree the Set Animation State node does
>> not include the 3 animations I chose when I imported the actor. I do see
>> those animat

Re: CrowdFX: Animation States

2013-05-10 Thread Byron Nash
Thanks for the tips Adam. Some parts of it are beginning to make sense but
I still have that wandering in the dark feeling. I'm only needing to do a
fairly simple stadium crowd for wide shots. I think the hardest parts are
going to be dealing with the quantity of characters and getting them
exported to the people rendering them.


On Fri, May 10, 2013 at 12:24 PM, Adam Sale  wrote:

> Yes, and also remember that for move based states, you should have all the
> action sources in the one move state listed from slowest to fastest
> velocity so the crowd can pick the appropriate source based on the actors
> velocity.
>
> I didn't come up with a better way to treat idle based actions, other than
> having them added as one action per state. So with 4 idle actions, I used 4
> states with unique names.
>
> Not sure if thats the best way to handle it, but I found it easy this way
> to pick and choose the appropriate state to pull based on the logic in the
> Behavior ICE tree.
>
> Also make sure that you define state transitions to account for all of the
> possible permutations from one state to another, and make sure you define
> whether or not the transition is bi-directional or one directional.
>
> Crowd makes a lot of sense once you have gone through it a couple of
> times. I really enjoy the changes that were made for 2014.
>
> Adam
>
>
> On Fri, May 10, 2013 at 7:31 AM, Byron Nash  wrote:
>
>> Nevermind, I found it. If it was written down in the docs I missed it.
>> You need to define each state in the* Animation Definition* compound in
>> the *Animation Blending* tree.
>>
>> I'm sure I'll be back with a thousand more questions shortly. ;-)
>>
>>
>> On Fri, May 10, 2013 at 9:52 AM, Byron Nash  wrote:
>>
>>> Actually, after looking at the sample scenes again, I don't see the
>>> Define Animation State node anywhere. When I get a default pedestrian and a
>>> basic pedestrian crowd, I still don't get the animation sources to show up
>>> in the drop down box inside Set Animation State node.
>>>
>>>
>>> On Fri, May 10, 2013 at 9:33 AM, Byron Nash  wrote:
>>>
 OK, I think that sort of answers my question. You have to use *Define
 Animation States* node to set up the states right? Where does that
 node plug into for the defining?


 On Thu, May 9, 2013 at 10:18 PM, Chris Chia wrote:

> Hello Byron,
> You could do the following.
>
>
> 1.   CrowdFx > Simulation > New Basic Crowd
>
> 2.   CrowdFx > Actors > Inspect Actor Proxies
>
> 3.   Use the Import in the ActorProxies PPG
>
> 4.   In the same PPG, Select your model and Click on Inspect
> Animations
>
> 5.   Bring your action sources and apply the actions.
>
> 6.   CrowdFx  > Crowd > Draw Directional Emitter
>
> 7.   CrowdFx > Simulation > Inspect Crowd Simulation Tree
>
> 8.   You can now Define the Animation States in the
> Crowd.Point_Cloud.Animation_Blending,Animation_Definition.
>
>
> Regards,
> Chris
>
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
> Sent: Friday, May 10, 2013 4:18 AM
> To: softimage@listproc.autodesk.com
> Subject: CrowdFX: Animation States
>
> I'm trying to set up a basic stadium crowd. I have tried following the
> help docs and used the "New Crowd with Collision Avoidance" and also "New
> Basic Crowd". I have the actors emitting properly and I have set the
> velocity to 0 since I want them to stay put. I'm getting tripped up with
> the States though. In the Behavior tree the Set Animation State node does
> not include the 3 animations I chose when I imported the actor. I do see
> those animations if I drill into the Get Animations Sources Core node. How
> do I get those actions to show up for use in the States tree?
>


>>>
>>
>


Re: CrowdFX: Animation States

2013-05-10 Thread Adam Sale
Yes, and also remember that for move based states, you should have all the
action sources in the one move state listed from slowest to fastest
velocity so the crowd can pick the appropriate source based on the actors
velocity.

I didn't come up with a better way to treat idle based actions, other than
having them added as one action per state. So with 4 idle actions, I used 4
states with unique names.

Not sure if thats the best way to handle it, but I found it easy this way
to pick and choose the appropriate state to pull based on the logic in the
Behavior ICE tree.

Also make sure that you define state transitions to account for all of the
possible permutations from one state to another, and make sure you define
whether or not the transition is bi-directional or one directional.

Crowd makes a lot of sense once you have gone through it a couple of times.
I really enjoy the changes that were made for 2014.

Adam


On Fri, May 10, 2013 at 7:31 AM, Byron Nash  wrote:

> Nevermind, I found it. If it was written down in the docs I missed it. You
> need to define each state in the* Animation Definition* compound in the 
> *Animation
> Blending* tree.
>
> I'm sure I'll be back with a thousand more questions shortly. ;-)
>
>
> On Fri, May 10, 2013 at 9:52 AM, Byron Nash  wrote:
>
>> Actually, after looking at the sample scenes again, I don't see the
>> Define Animation State node anywhere. When I get a default pedestrian and a
>> basic pedestrian crowd, I still don't get the animation sources to show up
>> in the drop down box inside Set Animation State node.
>>
>>
>> On Fri, May 10, 2013 at 9:33 AM, Byron Nash  wrote:
>>
>>> OK, I think that sort of answers my question. You have to use *Define
>>> Animation States* node to set up the states right? Where does that node
>>> plug into for the defining?
>>>
>>>
>>> On Thu, May 9, 2013 at 10:18 PM, Chris Chia wrote:
>>>
 Hello Byron,
 You could do the following.


 1.   CrowdFx > Simulation > New Basic Crowd

 2.   CrowdFx > Actors > Inspect Actor Proxies

 3.   Use the Import in the ActorProxies PPG

 4.   In the same PPG, Select your model and Click on Inspect
 Animations

 5.   Bring your action sources and apply the actions.

 6.   CrowdFx  > Crowd > Draw Directional Emitter

 7.   CrowdFx > Simulation > Inspect Crowd Simulation Tree

 8.   You can now Define the Animation States in the
 Crowd.Point_Cloud.Animation_Blending,Animation_Definition.


 Regards,
 Chris


 From: softimage-boun...@listproc.autodesk.com [mailto:
 softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
 Sent: Friday, May 10, 2013 4:18 AM
 To: softimage@listproc.autodesk.com
 Subject: CrowdFX: Animation States

 I'm trying to set up a basic stadium crowd. I have tried following the
 help docs and used the "New Crowd with Collision Avoidance" and also "New
 Basic Crowd". I have the actors emitting properly and I have set the
 velocity to 0 since I want them to stay put. I'm getting tripped up with
 the States though. In the Behavior tree the Set Animation State node does
 not include the 3 animations I chose when I imported the actor. I do see
 those animations if I drill into the Get Animations Sources Core node. How
 do I get those actions to show up for use in the States tree?

>>>
>>>
>>
>


Re: CrowdFX: Animation States

2013-05-10 Thread Byron Nash
Nevermind, I found it. If it was written down in the docs I missed it. You
need to define each state in the* Animation Definition* compound in
the *Animation
Blending* tree.

I'm sure I'll be back with a thousand more questions shortly. ;-)


On Fri, May 10, 2013 at 9:52 AM, Byron Nash  wrote:

> Actually, after looking at the sample scenes again, I don't see the Define
> Animation State node anywhere. When I get a default pedestrian and a basic
> pedestrian crowd, I still don't get the animation sources to show up in the
> drop down box inside Set Animation State node.
>
>
> On Fri, May 10, 2013 at 9:33 AM, Byron Nash  wrote:
>
>> OK, I think that sort of answers my question. You have to use *Define
>> Animation States* node to set up the states right? Where does that node
>> plug into for the defining?
>>
>>
>> On Thu, May 9, 2013 at 10:18 PM, Chris Chia wrote:
>>
>>> Hello Byron,
>>> You could do the following.
>>>
>>>
>>> 1.   CrowdFx > Simulation > New Basic Crowd
>>>
>>> 2.   CrowdFx > Actors > Inspect Actor Proxies
>>>
>>> 3.   Use the Import in the ActorProxies PPG
>>>
>>> 4.   In the same PPG, Select your model and Click on Inspect
>>> Animations
>>>
>>> 5.   Bring your action sources and apply the actions.
>>>
>>> 6.   CrowdFx  > Crowd > Draw Directional Emitter
>>>
>>> 7.   CrowdFx > Simulation > Inspect Crowd Simulation Tree
>>>
>>> 8.   You can now Define the Animation States in the
>>> Crowd.Point_Cloud.Animation_Blending,Animation_Definition.
>>>
>>>
>>> Regards,
>>> Chris
>>>
>>>
>>> From: softimage-boun...@listproc.autodesk.com [mailto:
>>> softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
>>> Sent: Friday, May 10, 2013 4:18 AM
>>> To: softimage@listproc.autodesk.com
>>> Subject: CrowdFX: Animation States
>>>
>>> I'm trying to set up a basic stadium crowd. I have tried following the
>>> help docs and used the "New Crowd with Collision Avoidance" and also "New
>>> Basic Crowd". I have the actors emitting properly and I have set the
>>> velocity to 0 since I want them to stay put. I'm getting tripped up with
>>> the States though. In the Behavior tree the Set Animation State node does
>>> not include the 3 animations I chose when I imported the actor. I do see
>>> those animations if I drill into the Get Animations Sources Core node. How
>>> do I get those actions to show up for use in the States tree?
>>>
>>
>>
>


Re: CrowdFX: Animation States

2013-05-10 Thread Byron Nash
Actually, after looking at the sample scenes again, I don't see the Define
Animation State node anywhere. When I get a default pedestrian and a basic
pedestrian crowd, I still don't get the animation sources to show up in the
drop down box inside Set Animation State node.


On Fri, May 10, 2013 at 9:33 AM, Byron Nash  wrote:

> OK, I think that sort of answers my question. You have to use *Define
> Animation States* node to set up the states right? Where does that node
> plug into for the defining?
>
>
> On Thu, May 9, 2013 at 10:18 PM, Chris Chia wrote:
>
>> Hello Byron,
>> You could do the following.
>>
>>
>> 1.   CrowdFx > Simulation > New Basic Crowd
>>
>> 2.   CrowdFx > Actors > Inspect Actor Proxies
>>
>> 3.   Use the Import in the ActorProxies PPG
>>
>> 4.   In the same PPG, Select your model and Click on Inspect
>> Animations
>>
>> 5.   Bring your action sources and apply the actions.
>>
>> 6.   CrowdFx  > Crowd > Draw Directional Emitter
>>
>> 7.   CrowdFx > Simulation > Inspect Crowd Simulation Tree
>>
>> 8.   You can now Define the Animation States in the
>> Crowd.Point_Cloud.Animation_Blending,Animation_Definition.
>>
>>
>> Regards,
>> Chris
>>
>>
>> From: softimage-boun...@listproc.autodesk.com [mailto:
>> softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
>> Sent: Friday, May 10, 2013 4:18 AM
>> To: softimage@listproc.autodesk.com
>> Subject: CrowdFX: Animation States
>>
>> I'm trying to set up a basic stadium crowd. I have tried following the
>> help docs and used the "New Crowd with Collision Avoidance" and also "New
>> Basic Crowd". I have the actors emitting properly and I have set the
>> velocity to 0 since I want them to stay put. I'm getting tripped up with
>> the States though. In the Behavior tree the Set Animation State node does
>> not include the 3 animations I chose when I imported the actor. I do see
>> those animations if I drill into the Get Animations Sources Core node. How
>> do I get those actions to show up for use in the States tree?
>>
>
>


Re: CrowdFX: Animation States

2013-05-10 Thread Byron Nash
OK, I think that sort of answers my question. You have to use *Define
Animation States* node to set up the states right? Where does that node
plug into for the defining?


On Thu, May 9, 2013 at 10:18 PM, Chris Chia  wrote:

> Hello Byron,
> You could do the following.
>
>
> 1.   CrowdFx > Simulation > New Basic Crowd
>
> 2.   CrowdFx > Actors > Inspect Actor Proxies
>
> 3.   Use the Import in the ActorProxies PPG
>
> 4.   In the same PPG, Select your model and Click on Inspect Animations
>
> 5.   Bring your action sources and apply the actions.
>
> 6.   CrowdFx  > Crowd > Draw Directional Emitter
>
> 7.   CrowdFx > Simulation > Inspect Crowd Simulation Tree
>
> 8.   You can now Define the Animation States in the
> Crowd.Point_Cloud.Animation_Blending,Animation_Definition.
>
>
> Regards,
> Chris
>
>
> From: softimage-boun...@listproc.autodesk.com [mailto:
> softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
> Sent: Friday, May 10, 2013 4:18 AM
> To: softimage@listproc.autodesk.com
> Subject: CrowdFX: Animation States
>
> I'm trying to set up a basic stadium crowd. I have tried following the
> help docs and used the "New Crowd with Collision Avoidance" and also "New
> Basic Crowd". I have the actors emitting properly and I have set the
> velocity to 0 since I want them to stay put. I'm getting tripped up with
> the States though. In the Behavior tree the Set Animation State node does
> not include the 3 animations I chose when I imported the actor. I do see
> those animations if I drill into the Get Animations Sources Core node. How
> do I get those actions to show up for use in the States tree?
>


RE: CrowdFX: Animation States

2013-05-09 Thread Chris Chia
Hello Byron,
You could do the following.


1.   CrowdFx > Simulation > New Basic Crowd

2.   CrowdFx > Actors > Inspect Actor Proxies

3.   Use the Import in the ActorProxies PPG

4.   In the same PPG, Select your model and Click on Inspect Animations

5.   Bring your action sources and apply the actions.

6.   CrowdFx  > Crowd > Draw Directional Emitter

7.   CrowdFx > Simulation > Inspect Crowd Simulation Tree

8.   You can now Define the Animation States in the 
Crowd.Point_Cloud.Animation_Blending,Animation_Definition.


Regards,
Chris


From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Byron Nash
Sent: Friday, May 10, 2013 4:18 AM
To: softimage@listproc.autodesk.com
Subject: CrowdFX: Animation States

I'm trying to set up a basic stadium crowd. I have tried following the help 
docs and used the "New Crowd with Collision Avoidance" and also "New Basic 
Crowd". I have the actors emitting properly and I have set the velocity to 0 
since I want them to stay put. I'm getting tripped up with the States though. 
In the Behavior tree the Set Animation State node does not include the 3 
animations I chose when I imported the actor. I do see those animations if I 
drill into the Get Animations Sources Core node. How do I get those actions to 
show up for use in the States tree?
<>