I've run into flipping and twitching couple times, mostly legs and forehand. Also I had twitching in chest that happens if rendering was done in background and I turn on constrain compensation while working in softimage. It shouldn't had anything to do with it but after some testing it proved to be the cause. Anyway for a while now I'm all into cache to alembic and then render. Usuly this is what I do:
1. Scene for look dev, export rigged and ready character to emdl, and I also export material library for each character as well 2. Animate referenced model and then export alembic cache 3. Import alembic into lighting scene or assembly, import character material library and I create simple one button script to apply materials bac to alembic cached character. And that is it. there are probably even better methods but this one is kinda straight forward and I didn't had issue with it. I was planing to hire someone and fund development of an Softimage alembic manager to have small nice GUI, load alembic and materials and apply all and similar useful things, but funding for project that I planned to use it was a bit short so that idea is waiting better times :) Plan is to release it to be free as well after once it is created but again have to postpone that. On Thu, Jan 7, 2016 at 4:57 PM, Sandy Sutherland <[email protected]> wrote: > Long ago, I adopted the method of creating different 'models' for assets. > One of them being a render version. Always cached out, then apply cache to > render model and render scene. Too many issues can pop up with rigs on a > farm. Any pipeline I have been involved in setting up since then, has a > caching section firmly entrenched! > > S. > > On Thu, Jan 7, 2016 at 3:49 PM, Matt Morris <[email protected]> wrote: > >> Don't have any answers for solving the gear issue, other than to say I've >> faced that too and had to cache out the geo to render. Deformers works as >> well as you've found. >> >> >> >> On 7 January 2016 at 15:45, Christopher McCabe < >> [email protected]> wrote: >> >>> Hey Mirko, >>> >>> Can you talk more about the controller issue in Gear? We just started >>> using it and found the same popping issue. Everything is fine in the view >>> port, but gear goes crazy on the farm. We ended up plotting the deformers >>> to get the job out. But would like to know where to focus my energy on >>> trying to fix this issue. I found it was mostly prominent in the leg >>> components. >>> >>> I also came across a cycle dependency error when trying to rig custom >>> sub components. I found this on several characters that I have completed >>> with Gear. So it is consistent. >>> >>> If anyone could chime in it would be very helpful. >>> >>> Thanks, >>> >>> On Wed, Jan 6, 2016 at 4:57 AM, Morten Bartholdy <[email protected]> >>> wrote: >>> >>>> No, they are very simple manual rigs. >>>> >>>> >>>> >>>> Morten >>>> >>>> >>>> Den 6. januar 2016 kl. 10:51 skrev Mirko Jankovic < >>>> [email protected]>: >>>> >>>> Are characters by any chance rigged with GEAR? >>>> >>>> On Wed, Jan 6, 2016 at 10:47 AM, Morten Bartholdy < [email protected] >>>> > wrote: >>>> >>>> I have a number of referenced characters which are animated using clips >>>> in the animation mixer. It has been a very smooth proces, but in one shot >>>> on one character I get a weird jump on a couple of controllers at a >>>> particular frame when rendering on the farm. Done it twice now with jump at >>>> the same frame. It is in the middle of an action clip, so no cut or mixing >>>> going on and a hardware capture is smooth. >>>> >>>> >>>> Could this be some dirty delta info perhaps, and how do I clean it up >>>> if that is the case? >>>> >>>> >>>> Only thing I have not tried yet is rendering the whole sequence on one >>>> computer - kind of slow, so that would be last resort, and I would really >>>> like to know what might cause it. >>>> >>>> >>>> >>>> Morten >>>> >>>> >>>> >>>> >>>> >>>> >>> >>> >> >> >> -- >> www.matinai.com >> > >

