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<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 
<adamfs...@gmail.com<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 
<byronn...@gmail.com<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 
<byronn...@gmail.com<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 
<byronn...@gmail.com<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 
<chris.c...@autodesk.com<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>
 
[mailto: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<mailto: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?





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