Yes Szabolcs,
The old workflow does not setup the Animation states automatically.
Only through the Crowdfx> Simulation > New Pedestrian Setup would set the basic
ice tree with the states.
Trust me, it doesn't take a long time before you would get used to this new
Crowdfx system.
Regards,
Chris
________________________________
From: [email protected]
[[email protected]] on behalf of Szabolcs Matefy
[[email protected]]
Sent: Tuesday, May 07, 2013 8:08 PM
To: [email protected]
Subject: RE: 2014 in production anyone?
http://download.autodesk.com/global/docs/softimage2014/en_us/userguide/index.html
Actually we think to create a crowd scene in our game, and I try to set up a
simple scene. It seems that the Aniamtion state definition is not created when
I simple select my actor source model, and press Actors|Get From Scene
From: [email protected]
[mailto:[email protected]] On Behalf Of Chris Chia
Sent: Tuesday, May 07, 2013 1:46 PM
To: <[email protected]>
Subject: Re: 2014 in production anyone?
I will draft one first by tomorrow asap!
Could you give me the link of the doc which you were looking? Maybe it's not
the right page ;)
Regards,
Chris
On 7 May, 2013, at 7:35 PM, "Szabolcs Matefy"
<[email protected]<mailto:[email protected]>> wrote:
Oh noooooooo. Today everybody has lost the sense of humor????? :D
As I said, or Major regression, I mean that it’s our biggest problem so
far…c’mon guys, don’t take everything so serious….
But if we are here, I followed the “tutorial” of creating CrowdFX, and to be
honest, the description is not really straightforward…Is there any working step
by step tutorial of crowdfx?
From:
[email protected]<mailto:[email protected]>
[mailto:[email protected]]<mailto:[mailto:[email protected]]>
On Behalf Of Chris Chia
Sent: Tuesday, May 07, 2013 1:32 PM
To: <[email protected]<mailto:[email protected]>>
Subject: Re: 2014 in production anyone?
Your Major regression unhided polygon issue has a fix. Check the post sent by
my dev in the other earlier thread ;)
Regards,
Chris
On 7 May, 2013, at 5:33 PM, "Szabolcs Matefy"
<[email protected]<mailto:[email protected]>> wrote:
As I told, major regression for us. So that means that was our biggest issue so
far :D
Cheers
From:
[email protected]<mailto:[email protected]>
[mailto:[email protected]]<mailto:[mailto:[email protected]]>
On Behalf Of Raffaele Fragapane
Sent: Tuesday, May 07, 2013 10:25 AM
To: [email protected]<mailto:[email protected]>
Subject: Re: 2014 in production anyone?
I'm not 100% sure I would call something that can be fixed with a script swap,
or a 20 lines script bound to the hotkey, a MAJOR regression ;) I know you got
super annoyed at that though.
2012 was actually quite a good release for us, but that's after QFEs, 2013 seems to be
doing ok too, but we use it more "experimentally" and for batched jobs at the
end of the pipe, not user-facing.
A lot of the things fixed from production reports though I saw cropping up in
2014, some of them are very, very significant, so that's encouraging.
Currently waiting on my license to come in to play at home more with it, at
work and home both I'm on 2012 and I don't agree that it's a bad release, quite
the opposite in my experience, and we milked it like a pregnant cow on two
shows, but as is often the case depending on how and where it's used, other
than some disastrous releases, individual mileage varies greatly.
I feel sorry for Matt every time I read his posts :p I'm glad I don't have to
live with that kind of legacy to support.
On Tue, May 7, 2013 at 6:12 PM, Szabolcs Matefy
<[email protected]<mailto:[email protected]>> wrote:
We switched from 2013 SP1 to 2014. Major regression for us is that when you
hide polygons, and select some polygons then unhide the hidden polygons, your
selection will be lost. There are several bugs still present, however overall
feeling is better. We don’t rely on RT shading, but HQV is way better than the
previous versions, and there some important bugfixes too. So I suggest you to
check your current assets in 2014, work for a week, and if you find no issues,
migrate.
Cheers
From:
[email protected]<mailto:[email protected]>
[mailto:[email protected]<mailto:[email protected]>]
On Behalf Of Jens Lindgren
Sent: Tuesday, May 07, 2013 10:02 AM
To: [email protected]<mailto:[email protected]>
Subject: Re: 2014 in production anyone?
I had to switch to 2014 for the current project due to a bug in 2013 that
crashed Softimage when importing reference models with Ice Trees on it. In 2014
I can import these models as references without problems.
One other bonus is the premultiply on LUTs options. Being able to set it to
"No" is a really nice addition and I don't have any artifacts with the LUTs
anymore.
/Jens
On Tue, May 7, 2013 at 7:04 AM, Enrique Caballero
<[email protected]<mailto:[email protected]>> wrote:
Hmm i thought 2012 and 2013 were decent releases. 13 for some reason really
slowed down importing of referenced models that had ICE strands in them
but 2011 was a very troublesome release, the broken shader issue was painful
On Tue, May 7, 2013 at 11:59 AM, Matt Lind
<[email protected]<mailto:[email protected]>> wrote:
Let me follow up and say 2014 is probably a safer bet to use in production than
2013, 2012 or 2011.
I would definitely stay away from 2012 as there are some hidden gremlins that
won’t show up until the data is migrated forward into a newer version.
Matt
From:
[email protected]<mailto:[email protected]>
[mailto:[email protected]<mailto:[email protected]>]
On Behalf Of Sylvain Lebeau
Sent: Monday, May 06, 2013 8:51 PM
To: [email protected]<mailto:[email protected]>
Cc: [email protected]<mailto:[email protected]>
Subject: Re: 2014 in production anyone?
My god Matt thanks so much for this bible!!!
Altought we dont rely on rt shaders, your manifesto is such a good pointer
man.... Much appreciated
Thanks a big bunch!
Sly
Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555<tel:514%20849-1555> F 514
849-5025<tel:514%20849-5025>WWW.SHEDMTL.COM<http://www.shedmtl.com/>
On 2013-05-06, at 22:31, Matt Lind
<[email protected]<mailto:[email protected]>> wrote:
We haven’t switched to 2014 yet, but in testing we’ve encountered a number of
regressions in important areas to us. Let me emphasize what is important to us
might not be important to you.
In our case the problem has been the ability to upgrade and migrate old data
into a current release and have it continue to function as expected – e.g. be
durable. For example, we use realtime shaders very heavily in our
production…in fact every single asset in our production uses them. But there’s
always some type of bug/regression in each new release with realtime shading
preventing an upgrade. We were stuck on 7.5 for years until 2013 SP1 finally
resolved the shading issues. However, upon testing everything else we
discovered many animation features regressed such as ability to import FCurve
data efficiently, rotation order not computed properly on transforms, scene
doesn’t update/refresh properly, cut n’ paste FCurve keys fails, envelopes get
really cranky/crash when a deformer is not found, callbacks/events
intermittently fail or don’t execute, scene layers misbehave, etc… It’s been
whack-a-mole. Many bugs we’ve found in 2013 are still present in 2014.
Problem is we cannot consistently reproduce some of these bugs as the variables
leading to their appearance can be complex much like needing the stars to align
a certain way before the issue is revealed. We just don’t have a complete
picture of all the stars involved in the problem yet to be able to submit a
report for further investigation. It’s a real stressing point in our
production.
In regards to 2014, the realtime shading architecture migration from RTS 3 to
RTS 4 doesn’t work, or there is no migration path. Since RTS 3 is technically
deprecated (but still supported) that is a problem for us. If a shader is not
installed, Softimage won’t open the scene/.emdl. In fact, Softimage will crash
in spectacular fashion. If you don’t use realtime shaders, then this won’t be
an issue for you.
If I had to summarize the main issues, it seems like many features in recent
releases touched on core components and were either inserted in rush fashion or
sloppily implemented leading to stupid bugs and regressions. These largely
revolve around system updates and notifications on the backend. For the other
stuff where it’s more data centric, the data gets into scene files and becomes
a problem when the data is migrated forward to a newer release and needs to be
iterated by an artist. Problem is the data no longer behaves the same. We’ve
had a few models created in 7.5 that when brought into current versions don’t
react the same way. Either data in the delta is getting interpreted
differently, or in some cases, the file just won’t load. Envelopes are a
victim of this specific problem.
I could go on, but the moral of the story is to test thoroughly before
upgrading. Of course, that lesson applies to every product.
Matt
From:
[email protected]<mailto:[email protected]>
[mailto:[email protected]] On Behalf Of Sylvain Lebeau
Sent: Monday, May 06, 2013 4:25 PM
To: [email protected]<mailto:[email protected]>
Subject: 2014 in production anyone?
Hi everyone….
After flaming ferosiously at the 2014 release, seeing the bug fixes list quite
brought me back down to earth. Very extensive list so hat's off to the new devs
for this. Must be quite a puzzle. And to me this is much more important then
new tools.
In the meantime, i would really like to hear about peoples who already
switched. What are the culprits you've went into?, backward compatibility?,
broken addons you rely upon? Regressions?… every single thing that could make
me happy about my renewed subscription would be appreciated.
thanks for your time!
sly
Sylvain Lebeau // SHED
V-P/Visual effects supervisor
1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8
T 514 849-1555<tel:514%20849-1555> F 514 849-5025<tel:514%20849-5025>
WWW.SHEDMTL.COM<http://www.shedmtl.com/> <http://WWW.SHEDMTL.COM<http://www.shedmtl.com/>>
--
Jens Lindgren
--------------------------
Lead Technical Director
Magoo 3D Studios<http://www.magoo3dstudios.com/>
--
Our users will know fear and cower before our software! Ship it! Ship it and
let them flee like the dogs they are!