Ok thanks again.  Very helpful!




On Tue, Nov 5, 2013 at 3:04 PM, Sandy Sutherland
<[email protected]>wrote:

>  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]> 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)
>>>
>>
>>
>
>

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