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**** > > ** ** >

