If i recall correctly you have to cache the groom node, where the fur set up is and unplug it from the ice tree, that solved the jitter for us, but that was quite a while ago, so i might be wrong about that. I dont have soft here at the moment so i cant really recall the name of the node but i think it was called fuzz groom or something simmilar, either way its the first node tree that opens up when you enter the ice tree for fuzz.
On Fri, Jun 12, 2015 at 12:53 PM, Morten Bartholdy <[email protected]> wrote: > Paul got back to me - caching the start frame and reading it back in > per frame should solve it. Not exactly sure how to do the reading per frame > though. > > > > Morten > > > > > Den 12. juni 2015 kl. 12:44 skrev David Barosin <[email protected]>: > > I'm not familiar with Paul's setup but he's a very clever and talented > guy. If the jitter is just a few occasional pops, I'd check if any nodes > are using a point reference frame (ICE attribute) instead of a poly > reference frame (or a point normal instead of a poly normal). When > sticking geo/particles to other surfaces I've found that the point > reference frame is an interpolated result which can make things jitter on a > deformation. The poly reference frame (or poly normal) locks to each > polygon. I like the look of the point interpolation but when it causes > problems I switch to poly. > > Beyond that emitting from deforming geo can also cause problems. I > would suggest using a static object to do all the emitting/grooming and > transfer that over to the animated mesh. Not sure how you're doing it now. > > > > > > >

