i finished all my shots with crowdfx even with the issues. your actor geo
and rig might be more complex then the pedestrian so i would get those in
there asap to get an idea of the speed.

s

On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard <[email protected]> wrote:

> Hey Guys !****
>
> ** **
>
>   I've been following your discussion and now I'm scared !  I just started
> a Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1.****
>
> ** **
>
>   Everything is going fine for the moment as I am using the Default
> pedestrian to test and build my sim.  I plan to replace the pedestrian with
> our own actors as soon as they are ready.  Will I be able to get a result
> in a reasonable amount of time with the tricks you described earlier (which
> for the moment I'm not sure I understand all but I guess I will, as I get
> more accustomed to the tool) ?  Or is it simply a NO GO because of the
> issues ?  I don't want to get too deep in the process and discover I have
> to find another solution altogether.****
>
> ** **
>
> Your opinions would be appreciated,****
>
> ** **
>
> Thx !****
>
> ** **
>
> ** **
>
> ** **
>
> ** **
>
> *Luc Girard // SHED*
> artiste 3D****
>
> 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
> T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM****
>
> ** **
>
> prenez note que mon nouveau courriel est le: [email protected] ****
>
> ** **
>
> *From:* [email protected] [mailto:
> [email protected]] *On Behalf Of *Steven Caron
> *Sent:* August-01-12 2:21 PM
>
> *To:* [email protected]
> *Subject:* Re: Crowd FX Help****
>
> ** **
>
> i got various errors that i can't remember but that error i definitely
> haven't seen before. animations getting broken like you mentioned i did
> encounter but it was usually just an error i had where my animations were
> being improperly loaded in the ice graph. sometimes i just ran get actions
> again and it re wires them. others i realized my graph was using actorID to
> set data which no longer is correct since i removed added the actor and the
> IDs changed.****
>
> ** **
>
> i haven't used crowdfx in a bit so my memory is a big foggy, please hammer
> on it and log all the issues you can. i hope to get back to crowdfx in the
> future and see it has improved :)****
>
> ** **
>
> s****
>
> ** **
>
> On Wed, Aug 1, 2012 at 10:44 AM, Julian Johnson <[email protected]>
> wrote:****
>
> On 01/08/2012 18:09, Steven Caron wrote:****
>
> i dont recall this bug being addressed in 2013 SP1, but i may be wrong...
>
> @julian, i got to the point where i was adding all the characters i needed
> to an empty scene and updating this, then copy pasting graphs to rebuild
> the scene. but even in a simple scene eventually screeches to a halt.
>
> being able to use a external format to store data like this and so it can
> be updated without interacting with a live simulation is key.****
>
> Thanks Steven,
>
> I think I'd need to do the same as you. Did you find you had problems
> simply adding new Actors to an established crowd? I not only get the ultra
> long load times but it quite often ends with:
>
> # ERROR : CrowdSkinningNode: 428$Access to a custom ICE node input port
> failed.
>
> Again, this only happens if I reload an existing crowd scene. The same
> model adds fine provided I don't close and reload the scene. It also works
> properly in a neutral scene on it's own...
>
> Cheers,
> Julian****
>
> ** **
>

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