Action State

 
 
 

Executes an ICE tree branch for actors with a given CrowdFX_ActionState_ID, letting you override the transformations for specific deformers on specific actors. You can specify the transition duration from the previous action state as well as a trigger for the next action state, giving you more control over crowd constraints and other modifications to the animation.

You should use this compound in the Simulation region on the Point_Cloud object of a CrowdFX simulation, after any Pose State compounds have been executed (such as the ones inside Set Locomotion or Set Stadium Animation).

For more information, see Modifying Deformer Transformations with Action States.

Tasks: Crowds/States

Output Ports: Execute

Action State ID

Only actors whose CrowdFX_ActionState_ID attribute is equal to this value get affected by this node.

Transition Duration

Sets the duration of a timer that gets initialized when an actor enters this action state. You can use the value returned by Action State Transition Weight to get the proportion of this duration that has elapsed, to control the blending for the modifications you make in the branch connected to Execute Every Frame1.

Execute Every Frame1

Connect an execute-type port to modify the CrowdFX_Actor_Deformers transformation values corresponding to specific deformers, for example using one of the Constraints compounds or using Get Action Source at Frame to read values from a stored action source.

Trigger New Action State

Controls whether the next action state ID gets set. Connect a per-particle Boolean to change state on a per-actor basis.

New State ID

The new action state ID to set when Trigger New Action State is true.

Execute on Trigger

Connect an execute-type port to perform further operations when Trigger New Action State is true.

Connect additional execute-type ports to New (Execute on Trigger) to perform additional operations.