We went to 2014 to use the FBX export tools, then didn't use them. We
actually ICE cached out and then used Instances with caches on - purely
to fit in with the pipeline that exists at the place I was working on
this! As it was rendering arnold, the instance root also helped.
S.
On 2013/11/05 9:32 PM, David Barosin wrote:
Excellent thanks Sandy! Very much appreciated. Were you in 2013 or 2014?
On Tue, Nov 5, 2013 at 1:51 PM, Sandy Sutherland
<[email protected] <mailto:[email protected]>> wrote:
We used it earlier this year for a commercial - must say I was
pretty impressed with it. The blending was pretty cool, but
misses control over the threshold to blend, and we had jittering
where the blend was obviously borderline between two actions and
was swapping in and out. It looked like there used to be some
control over that, but they took it out. The other thing that it
misses is a true geometry collision as it only has a radius
setting per particle so for characters with length such as the
cats we were doing, it is easy to have them running through each
other's tails or trying to avoid each other with huge gaps and
when you have lots of them together, this tends to force a lot of
'searching' - twitching one way then the other 'looking' for
enough space.
Stability was pretty good - I had something like 4000 cats in one
shot and it it did it and did it pretty quickly too. Ooo - only
thing is that one shot was pretty big scale and the constrain to
geometry did not work correctly for some reason - the cats kept on
going round in circles as it was coming down a hill - so I did a
post sim constrain to surface on another cloud.
my 0.02c on it - would certainly use it again for doing crowds on
a budget!
S.
On 2013/11/05 8:11 PM, David Barosin wrote:
I'm hoping to get some opinions (positive or negative) for
crowd fx in production. I've only looked at it in soft_2013
briefly and I know it went through some changes since. We're
using 2013 now but if there is a major benefit to 2014 we
could do that too.
I'm considering it because it can blend animations and can
constrain joints (e.g. look direction)
Basically I'd like to hear how stable it is and if there are
any limitations/gotchas.
Thanks,
-Dave
(also we'll be rendering in Arnold)