>> some other textural issues on the farm<< I had big headaches with this as well till someone on this list was kind enough to point out the need and supply a node to force the texture attribute to update each frame
Looking forward to trying out the improved 2014 crowd myself jeff From: [email protected] [mailto:[email protected]] On Behalf Of Jonny Grew Sent: Thursday, May 30, 2013 10:38 AM To: [email protected] Subject: Re: CrowdFX actor target speed Not to worry.... It seems a full shutdown and a rebuild of that section of the tree has solved the problem.... If we weren't mid-job it would seem from other posts that a 2014 switch over would solve some other textural issues on the farm but we're getting there! -- Jonny Grew Ltd www.Jonnygrew.com<http://www.Jonnygrew.com> http://vimeo.com/jonnygrew/showreel2013 07855 212722 Jonny Grew Limited is registered in England and Wales. Company number:07735521 VAT number: 122713057 This email and any attachments to it may be confidential and are intended solely for the use of the individual to whom it is addressed. Any views or opinions expressed are solely those of the author and do not necessarily represent those of Jonny Grew Ltd. If you are not the intended recipient of this email, you must neither take any action based upon its contents, nor copy or show it to anyone. Please contact the sender if you believe you have received this email in error. On 30 May 2013 15:01, Jonny Grew <[email protected]<mailto:[email protected]>> wrote: Hello list. Using 2013 doing some crowd stuff. Got 4 actors and simulating about 10,000 people. If I set a target speed directly in the particle simulation tree on the simulation crowd the actors behave and try to achieve that target speed. However adding a randomize to vary the speed (Min 10, Max 28) causes 2 of my actors to go into a run and the other two to be pretty much static - nowhere near their min speed of 10. There is no animation on the randomize. Tried blowing away the randomize node and starting with that again but same result. Used turbulize but same result. Changes the seed of the simulation cloud. Everything seems to have the same result. Removing the actors that are misbehaving means that the remaining 2 actors populate the whole sim and the same issue arises but this time with one running and the other being static. I can't see that there's any instruction to tell the 0,1,2 or 3rd actor to behave any differently. Any thoughts people?! Cheers Jonny

