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) >>> >> >> > >

