Once you have loaded the action sources for an actor, you can share them with other actors, test the animation inside them, and change or update them (see also Adding More Action Sources and Pose States).
Sharing Action Sources Among Actors
When you have multiple actors who have identical deformer rigs, they can share their action sources. For example, you could duplicate one model, then modify its envelope and material to create another one, but the actors still have identical rigs.
This way, you could keep all action sources in the Mixer node for one original model for easy management, and have all eligible actors in the crowd simulation access them.
Testing the Animation in an Action Source
You can find out the speed of the original animation that's stored in an action source. Among other things, this can help you find the appropriate cycle speed when working with action sources whose horizontal speed you need to set.
Plug the Get Actor Pose compound into an ICE tree in the Post-Simulation region. This is so that you don't get the simulated version of the action source.
Adjust the Frame value. You can go to a particular Frame value to check the animation there, or scrub the Frame value to see that the cycle and timing is correct.
Changing or Updating the Action Sources Used by an Actor
After you have created the crowd simulation with one or more actors, you can change the action sources used by the actors in the simulation. For example, when you selected the actor for the crowd simulation, you loaded a "running" action source. Now you want the actor to use a "jogging" action source instead. Or you have fixed up the animation in the original "running" action source so that it's better and now you want to use it instead of the "running" action source that's already loaded for the actor.
Basically, you need to remove the action source that's already loaded and bring in a new action source, as described here:
In the simulation point cloud's Get Animation Sources ICE tree, unplug or delete the Get Data nodes for the removed action sources from the Get actor proxy Animations compound.
Make sure that the new action sources are in the top-down order of slowest to fastest for locomotion type simulations.
In this image, the "Running" action source is being removed and replaced with the newly-loaded "Jogging" action source.
Right-click on the unused In Name port and choose Delete Port. This is removed so that "blank" data isn't added to the calculations done by the Load Actor Cycles compound under the hood.
Using Fewer than Three Action Sources?
If you're using fewer than three action sources for locomotion simulations, the actor may hold the last frame of the last-used action and not cycle properly because CrowdFX is set up to use three sources by default. Instead of adding another action source that you don't want to use, you can "fake" a third source in the Get Animation Sources ICE tree. Simply plug the last action source's Get Data node's output into the next available In Name port of the Get actor proxy Animations compound.