One way to try to save memory would be to ensure that the instances are
pointing to the deforming polymesh on whole frames only. So, whatever value
you use to drive shapeInstanceTime should be equivalent to a whole frame at
whatever fps you're rendering.

On Thu, Dec 27, 2012 at 1:38 PM, Antonieo <anton...@163.com> wrote:

> Thanks Stephen, I'll check it out later :)
>
>
> At 2012-12-27 21:21:41,"Stephen Davidson" <magic...@bellsouth.net> wrote:
>
> a good solution to this is using Kim Aldis's KA_BatchMaker script.
> It allows you to render in a controlled number of frames.
>
> find it here:
> http://rray.de/xsi/
>
> just search for ka_batchmaker
>
> On Thu, Dec 27, 2012 at 7:13 AM, Antonieo <anton...@163.com> wrote:
>
>> There're bunch of particles in my scene being instantiated into fish,
>> those fish are polymesh objects deforming by skelectons envelops.
>> Everything works perfect until rendering. The XSI render process
>> continuing takes up memory, each frame it takes more 10~20 MB, and finally
>> my computer runs out of memory. To fix this I've to restart XSI to free the
>>  occupied memory.
>> Is this a memory leak bug?
>>
>>
>>
>
>
> --
>
> Best Regards,
> *  Stephen P. Davidson**
>        **(954) 552-7956
> *    sdavid...@3danimationmagic.com
>
> *Any sufficiently advanced technology is indistinguishable from magic*
>
>
>    - Arthur C. Clarke
>
> <http://www.3danimationmagic.com>
>
>
>
>

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