A suitable caching process is a god send with students as well. From: Sandy Sutherland [mailto:sandy.mailli...@gmail.com] Sent: 07 January 2016 05:57 PM To: softimage@listproc.autodesk.com Subject: Re: Bizarre jump in character animation when rendering
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 <matt...@gmail.com<mailto:matt...@gmail.com>> 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 <christopher.mccabe...@gmail.com<mailto:christopher.mccabe...@gmail.com>> 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 <x...@colorshopvfx.dk<mailto:x...@colorshopvfx.dk>> wrote: No, they are very simple manual rigs. Morten Den 6. januar 2016 kl. 10:51 skrev Mirko Jankovic <mirkoj.anima...@gmail.com<mailto:mirkoj.anima...@gmail.com>>: Are characters by any chance rigged with GEAR? On Wed, Jan 6, 2016 at 10:47 AM, Morten Bartholdy < x...@colorshopvfx.dk<mailto:x...@colorshopvfx.dk> > 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<http://www.matinai.com> <table width="100%" border="0" cellspacing="0" cellpadding="0" style="width:100%;"> <tr> <td align="left" style="text-align:justify;"><font face="arial,sans-serif" size="1" color="#999999"><span style="font-size:11px;">This communication is intended for the addressee only. It is confidential. If you have received this communication in error, please notify us immediately and destroy the original message. You may not copy or disseminate this communication without the permission of the University. Only authorised signatories are competent to enter into agreements on behalf of the University and recipients are thus advised that the content of this message may not be legally binding on the University and may contain the personal views and opinions of the author, which are not necessarily the views and opinions of The University of the Witwatersrand, Johannesburg. All agreements between the University and outsiders are subject to South African Law unless the University agrees in writing to the contrary. </span></font></td> </tr> </table