Re: Crowd FX Help
Thanks Guillaume, Please share the scene file that you did, so that I can go through it and get some ideas to solve it. -- Regards, Debdas Mohanty
Re: Crowd FX Help
Hello, For extreme slops like in your example, there are no simple solutions 'out of the box'. You will need to understand how the Skeleton Simulation ICE Tree is working. There are no private compounds, so you can customize it for you needs. I made a scenes handling those problem better some time ago, I will try to find it. For the feet penetration, you need to build a similar setup than for the Leg, that is, some IK solvers to do the corrections on you imported animation. You cast a ray on the ground from the tip of the feet, then base on the intersection hit, you do the correction on the feet orientations/position. For the stretching legs, you can store the initial length and then to the corrections (using an iterative process maybe, to keep the legs on the ground as much as possible). In my test, I limited the stretching of the legs by reducing the actor stride when the slop was too big (I was again using a raycast from to compute this slop). Your problems are really interesting and could be a good opportunity to learn or improve your ICE skills ! Cheers, Guillaume Laforge On Wed, Aug 8, 2012 at 4:51 AM, Debdas Mohanty wrote: > Hello Friends, > >I was playing with Crowdfx with very basic set up getting very > common errors i.e. > > 1) Few Characters are flying at the same time few characters are > penetrating inside the ground. > > 2) Legs are stretching for few characters. > > I am new to crowdfx. so very much confused how to fix these issue. > > please let me know if there is any straight forward solution. > -- > Regards, > > Debdas Mohanty > Fx Artist >
Re: Crowd FX Help
ok so file size and performance aside, i need it to be abstracted cause i dont want to have to close and reopen the scene when i want to add new actors to the crowd simulation. also, softimage development team has changed. here is a great opportunity to convince them that an external API to do task like this is actually what we want :) On Wed, Aug 1, 2012 at 2:19 PM, Matt Lind wrote: > Generally speaking, softimage has steered towards forcing everything > through the SDK inside the application. So getting a proper API to > read/write an external file is probably not gonna happen. > > ** ** > > There are a million ways to skin this cat. Granted it’ll take more disc > space and take longer to read a text/ASCII file than a binary equivalent, > but that doesn’t mean it will be slow. How data is represented can have a > large impact towards performance. > > ** ** > > I have my own internal XML file format for the purpose of transferring > data between versions of softimage. The files are huge on disc and loaded > with bloat, but they can still be read/written quite fast. > > ** ** > > Matt > > ** ** > > ** ** > > ** ** > > ** ** > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron > *Sent:* Wednesday, August 01, 2012 2:10 PM > > *To:* softimage@listproc.autodesk.com > *Subject:* Re: Crowd FX Help > > ** ** > > sure, the whole ascii scene file format is desirable but that feature > doesn't change how i want to work with crowdfx nor does it address the > issue with updating assets that are already connected to crowdfx. i dont > want to have to close softimage, edit my file, then re open the file in > order to see an updated crowdfx actor or an action used by the actor. and > since we are talking about speed, i would prefer binary format as long as > it had a proper api to read and write that format. this could be icecache > for all i care, as long as i dont have to create my own routines for > reading and writing the format. > > ** ** > > On Wed, Aug 1, 2012 at 1:40 PM, Matt Lind > wrote: > > Basically what’s needed is an ASCII/text scene file format so we can > modify not just crowds, but anything in the scene as long as the edits > conform to specs. Need the same for models and other data types. > > > > Sorely needed and is more than long overdue. > > > > > > Matt > > > > > > > > > > > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron > *Sent:* Wednesday, August 01, 2012 12:42 PM > > > *To:* softimage@listproc.autodesk.com > *Subject:* Re: Crowd FX Help > > > > its not a current feature, its a suggestion i have sent to softimage but > also was going to be the basis for my own customizations to crowdfx to get > around these issues. > > > > one could explore caching the action sources to icecache and loading them > back in but thats only part of the problem from what i understand. > > > > s > > On Wed, Aug 1, 2012 at 12:25 PM, Luc Girard wrote: > > Thx for your input.. I'm having fun with the tool so far so I would be > bummed to have to find another solution. > > > > Your said this earlier "being able to use a external format to store data > like this and so it can be updated without interacting with a live > simulation is key." Can you expand more about this with a little more > details plz ? I'm not quite sure which data and which external format you > are referring to... sorry newb here ;) > > > > thx a lot ! > > > > > > *Luc Girard // SHED* > artiste 3D > > 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 > T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM > > > > prenez note que mon nouveau courriel est le: l...@shedmtl.com > > > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron > *Sent:* August-01-12 3:08 PM > > > *To:* softimage@listproc.autodesk.com > *Subject:* Re: Crowd FX Help > > > > i finished all my shots with crowdfx even with the issues. your actor geo > and rig might be more complex then the pedestrian so i would get those in > there asap to get an idea of the speed. > > > > s > > > > On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard wrote:
RE: Crowd FX Help
Generally speaking, softimage has steered towards forcing everything through the SDK inside the application. So getting a proper API to read/write an external file is probably not gonna happen. There are a million ways to skin this cat. Granted it'll take more disc space and take longer to read a text/ASCII file than a binary equivalent, but that doesn't mean it will be slow. How data is represented can have a large impact towards performance. I have my own internal XML file format for the purpose of transferring data between versions of softimage. The files are huge on disc and loaded with bloat, but they can still be read/written quite fast. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Wednesday, August 01, 2012 2:10 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help sure, the whole ascii scene file format is desirable but that feature doesn't change how i want to work with crowdfx nor does it address the issue with updating assets that are already connected to crowdfx. i dont want to have to close softimage, edit my file, then re open the file in order to see an updated crowdfx actor or an action used by the actor. and since we are talking about speed, i would prefer binary format as long as it had a proper api to read and write that format. this could be icecache for all i care, as long as i dont have to create my own routines for reading and writing the format. On Wed, Aug 1, 2012 at 1:40 PM, Matt Lind mailto:ml...@carbinestudios.com>> wrote: Basically what's needed is an ASCII/text scene file format so we can modify not just crowds, but anything in the scene as long as the edits conform to specs. Need the same for models and other data types. Sorely needed and is more than long overdue. Matt From: softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com> [mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of Steven Caron Sent: Wednesday, August 01, 2012 12:42 PM To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com> Subject: Re: Crowd FX Help its not a current feature, its a suggestion i have sent to softimage but also was going to be the basis for my own customizations to crowdfx to get around these issues. one could explore caching the action sources to icecache and loading them back in but thats only part of the problem from what i understand. s On Wed, Aug 1, 2012 at 12:25 PM, Luc Girard mailto:l...@shedmtl.com>> wrote: Thx for your input.. I'm having fun with the tool so far so I would be bummed to have to find another solution. Your said this earlier "being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key." Can you expand more about this with a little more details plz ? I'm not quite sure which data and which external format you are referring to... sorry newb here ;) thx a lot ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM<http://WWW.SHEDMTL.COM> prenez note que mon nouveau courriel est le: l...@shedmtl.com<mailto:l...@shedmtl.com> From: softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com> [mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of Steven Caron Sent: August-01-12 3:08 PM To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com> Subject: Re: Crowd FX Help i finished all my shots with crowdfx even with the issues. your actor geo and rig might be more complex then the pedestrian so i would get those in there asap to get an idea of the speed. s On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard mailto:l...@shedmtl.com>> wrote: Hey Guys ! I've been following your discussion and now I'm scared ! I just started a Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1. Everything is going fine for the moment as I am using the Default pedestrian to test and build my sim. I plan to replace the pedestrian with our own actors as soon as they are ready. Will I be able to get a result in a reasonable amount of time with the tricks you described earlier (which for the moment I'm not sure I understand all but I guess I will, as I get more accustomed to the tool) ? Or is it simply a NO GO because of the issues ? I don't want to get too deep in the process and discover I have to find another solution altogether. Your opinions would be appreciated, Thx ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM<http:/
Re: Crowd FX Help
@ben, yes i think alembic has a use here for crowds not for matt's suggestion about the softimage scene file format. email me and i can send you my thoughts on this. On Wed, Aug 1, 2012 at 2:08 PM, Matt Lind wrote: > Alembic is essentially point caching, no? > > May work for crowds and particles, but for us what we really need access > to is shader parameters, partition settings, which models are referenced, > custom properties/operators deployed in the scene, animation data, etc... > Alembic wouldn't address that stuff. > > > Matt > > > > -Original Message- > From: softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Houston > Sent: Wednesday, August 01, 2012 1:51 PM > To: softimage@listproc.autodesk.com > Subject: Re: Crowd FX Help > > Is there any room for an Alembic based solution? It isn't text but it is > great at storing deforming meshes or animated bone hierarchies and we can > write any type of importer or direct rendering solution. > -ben > > On Wed, Aug 1, 2012 at 4:40 PM, Matt Lind > wrote: > > Basically what’s needed is an ASCII/text scene file format so we can > > modify not just crowds, but anything in the scene as long as the edits > > conform to specs. Need the same for models and other data types. > > > > > > > > Sorely needed and is more than long overdue. > > > > > > > > > > > > Matt > > > > > > > > > > > > > > > > > > > > > > > > From: softimage-boun...@listproc.autodesk.com > > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven > > Caron > > Sent: Wednesday, August 01, 2012 12:42 PM > > > > > > To: softimage@listproc.autodesk.com > > Subject: Re: Crowd FX Help > > > > > > > > its not a current feature, its a suggestion i have sent to softimage > > but also was going to be the basis for my own customizations to > > crowdfx to get around these issues. > > > > > > > > one could explore caching the action sources to icecache and loading > > them back in but thats only part of the problem from what i understand. > > > > > > > > s > > > > On Wed, Aug 1, 2012 at 12:25 PM, Luc Girard wrote: > > > > Thx for your input.. I'm having fun with the tool so far so I would be > > bummed to have to find another solution. > > > > > > > > Your said this earlier "being able to use a external format to store > > data like this and so it can be updated without interacting with a > > live simulation is key." Can you expand more about this with a little > > more details plz ? I'm not quite sure which data and which external > > format you are referring to... sorry newb here ;) > > > > > > > > thx a lot ! > > > > > > > > > > > > Luc Girard // SHED > > artiste 3D > > > > 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 > > F 514 849-5025 WWW.SHEDMTL.COM > > > > > > > > prenez note que mon nouveau courriel est le: l...@shedmtl.com > > > > > > > > From: softimage-boun...@listproc.autodesk.com > > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven > > Caron > > Sent: August-01-12 3:08 PM > > > > > > To: softimage@listproc.autodesk.com > > Subject: Re: Crowd FX Help > > > > > > > > i finished all my shots with crowdfx even with the issues. your actor > > geo and rig might be more complex then the pedestrian so i would get > > those in there asap to get an idea of the speed. > > > > > > > > s > > > > > > > > On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard wrote: > > > > Hey Guys ! > > > > > > > > I've been following your discussion and now I'm scared ! I just > > started a Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1. > > > > > > > > Everything is going fine for the moment as I am using the Default > > pedestrian to test and build my sim. I plan to replace the pedestrian > > with our own actors as soon as they are ready. Will I be able to get > > a result in a reasonable amount of time with the tricks you described > > earlier (which for the moment I'm not sure I understand all but I > > guess I will, as I get more accustomed to the tool) ? Or is it simply a > NO GO because of the issues ? > > I don't want to get too deep i
Re: Crowd FX Help
sure, the whole ascii scene file format is desirable but that feature doesn't change how i want to work with crowdfx nor does it address the issue with updating assets that are already connected to crowdfx. i dont want to have to close softimage, edit my file, then re open the file in order to see an updated crowdfx actor or an action used by the actor. and since we are talking about speed, i would prefer binary format as long as it had a proper api to read and write that format. this could be icecache for all i care, as long as i dont have to create my own routines for reading and writing the format. On Wed, Aug 1, 2012 at 1:40 PM, Matt Lind wrote: > Basically what’s needed is an ASCII/text scene file format so we can > modify not just crowds, but anything in the scene as long as the edits > conform to specs. Need the same for models and other data types. > > ** ** > > Sorely needed and is more than long overdue. > > ** ** > > ** ** > > Matt > > ** ** > > ** ** > > ** ** > > ** ** > > ** ** > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron > *Sent:* Wednesday, August 01, 2012 12:42 PM > > *To:* softimage@listproc.autodesk.com > *Subject:* Re: Crowd FX Help > > ** ** > > its not a current feature, its a suggestion i have sent to softimage but > also was going to be the basis for my own customizations to crowdfx to get > around these issues. > > ** ** > > one could explore caching the action sources to icecache and loading them > back in but thats only part of the problem from what i understand. > > ** ** > > s > > On Wed, Aug 1, 2012 at 12:25 PM, Luc Girard wrote: > > Thx for your input.. I'm having fun with the tool so far so I would be > bummed to have to find another solution. > > > > Your said this earlier "being able to use a external format to store data > like this and so it can be updated without interacting with a live > simulation is key." Can you expand more about this with a little more > details plz ? I'm not quite sure which data and which external format you > are referring to... sorry newb here ;) > > > > thx a lot ! > > > > > > *Luc Girard // SHED* > artiste 3D > > 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 > T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM > > > > prenez note que mon nouveau courriel est le: l...@shedmtl.com **** > > > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron > *Sent:* August-01-12 3:08 PM > > > *To:* softimage@listproc.autodesk.com > *Subject:* Re: Crowd FX Help > > > > i finished all my shots with crowdfx even with the issues. your actor geo > and rig might be more complex then the pedestrian so i would get those in > there asap to get an idea of the speed. > > > > s > > > > On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard wrote: > > Hey Guys ! > > > > I've been following your discussion and now I'm scared ! I just started > a Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1. > > > > Everything is going fine for the moment as I am using the Default > pedestrian to test and build my sim. I plan to replace the pedestrian with > our own actors as soon as they are ready. Will I be able to get a result > in a reasonable amount of time with the tricks you described earlier (which > for the moment I'm not sure I understand all but I guess I will, as I get > more accustomed to the tool) ? Or is it simply a NO GO because of the > issues ? I don't want to get too deep in the process and discover I have > to find another solution altogether. > > > > Your opinions would be appreciated, > > > > Thx ! > > > > > > > > > > *Luc Girard // SHED* > artiste 3D > > 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 > T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM > > > > prenez note que mon nouveau courriel est le: l...@shedmtl.com > > > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron > *Sent:* August-01-12 2:21 PM > > > *To:* softimage@listproc.autodesk.com > *Subject:* Re: Crowd FX Help > > > > i got various errors that i can't remember but that error i d
RE: Crowd FX Help
Alembic is essentially point caching, no? May work for crowds and particles, but for us what we really need access to is shader parameters, partition settings, which models are referenced, custom properties/operators deployed in the scene, animation data, etc... Alembic wouldn't address that stuff. Matt -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Ben Houston Sent: Wednesday, August 01, 2012 1:51 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help Is there any room for an Alembic based solution? It isn't text but it is great at storing deforming meshes or animated bone hierarchies and we can write any type of importer or direct rendering solution. -ben On Wed, Aug 1, 2012 at 4:40 PM, Matt Lind wrote: > Basically what’s needed is an ASCII/text scene file format so we can > modify not just crowds, but anything in the scene as long as the edits > conform to specs. Need the same for models and other data types. > > > > Sorely needed and is more than long overdue. > > > > > > Matt > > > > > > > > > > > > From: softimage-boun...@listproc.autodesk.com > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven > Caron > Sent: Wednesday, August 01, 2012 12:42 PM > > > To: softimage@listproc.autodesk.com > Subject: Re: Crowd FX Help > > > > its not a current feature, its a suggestion i have sent to softimage > but also was going to be the basis for my own customizations to > crowdfx to get around these issues. > > > > one could explore caching the action sources to icecache and loading > them back in but thats only part of the problem from what i understand. > > > > s > > On Wed, Aug 1, 2012 at 12:25 PM, Luc Girard wrote: > > Thx for your input.. I'm having fun with the tool so far so I would be > bummed to have to find another solution. > > > > Your said this earlier "being able to use a external format to store > data like this and so it can be updated without interacting with a > live simulation is key." Can you expand more about this with a little > more details plz ? I'm not quite sure which data and which external > format you are referring to... sorry newb here ;) > > > > thx a lot ! > > > > > > Luc Girard // SHED > artiste 3D > > 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 > F 514 849-5025 WWW.SHEDMTL.COM > > > > prenez note que mon nouveau courriel est le: l...@shedmtl.com > > > > From: softimage-boun...@listproc.autodesk.com > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven > Caron > Sent: August-01-12 3:08 PM > > > To: softimage@listproc.autodesk.com > Subject: Re: Crowd FX Help > > > > i finished all my shots with crowdfx even with the issues. your actor > geo and rig might be more complex then the pedestrian so i would get > those in there asap to get an idea of the speed. > > > > s > > > > On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard wrote: > > Hey Guys ! > > > > I've been following your discussion and now I'm scared ! I just > started a Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1. > > > > Everything is going fine for the moment as I am using the Default > pedestrian to test and build my sim. I plan to replace the pedestrian > with our own actors as soon as they are ready. Will I be able to get > a result in a reasonable amount of time with the tricks you described > earlier (which for the moment I'm not sure I understand all but I > guess I will, as I get more accustomed to the tool) ? Or is it simply a NO > GO because of the issues ? > I don't want to get too deep in the process and discover I have to > find another solution altogether. > > > > Your opinions would be appreciated, > > > > Thx ! > > > > > > > > > > Luc Girard // SHED > artiste 3D > > 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 > F 514 849-5025 WWW.SHEDMTL.COM > > > > prenez note que mon nouveau courriel est le: l...@shedmtl.com > > > > From: softimage-boun...@listproc.autodesk.com > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven > Caron > Sent: August-01-12 2:21 PM > > > To: softimage@listproc.autodesk.com > Subject: Re: Crowd FX Help > > > > i got various errors that i can't remember but that error i definitely > haven't seen before. animations getting broken like you mentioned i > did encounter but it w
Re: Crowd FX Help
Is there any room for an Alembic based solution? It isn't text but it is great at storing deforming meshes or animated bone hierarchies and we can write any type of importer or direct rendering solution. -ben On Wed, Aug 1, 2012 at 4:40 PM, Matt Lind wrote: > Basically what’s needed is an ASCII/text scene file format so we can modify > not just crowds, but anything in the scene as long as the edits conform to > specs. Need the same for models and other data types. > > > > Sorely needed and is more than long overdue. > > > > > > Matt > > > > > > > > > > > > From: softimage-boun...@listproc.autodesk.com > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron > Sent: Wednesday, August 01, 2012 12:42 PM > > > To: softimage@listproc.autodesk.com > Subject: Re: Crowd FX Help > > > > its not a current feature, its a suggestion i have sent to softimage but > also was going to be the basis for my own customizations to crowdfx to get > around these issues. > > > > one could explore caching the action sources to icecache and loading them > back in but thats only part of the problem from what i understand. > > > > s > > On Wed, Aug 1, 2012 at 12:25 PM, Luc Girard wrote: > > Thx for your input.. I'm having fun with the tool so far so I would be > bummed to have to find another solution. > > > > Your said this earlier "being able to use a external format to store data > like this and so it can be updated without interacting with a live > simulation is key." Can you expand more about this with a little more > details plz ? I'm not quite sure which data and which external format you > are referring to... sorry newb here ;) > > > > thx a lot ! > > > > > > Luc Girard // SHED > artiste 3D > > 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 > T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM > > > > prenez note que mon nouveau courriel est le: l...@shedmtl.com > > > > From: softimage-boun...@listproc.autodesk.com > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron > Sent: August-01-12 3:08 PM > > > To: softimage@listproc.autodesk.com > Subject: Re: Crowd FX Help > > > > i finished all my shots with crowdfx even with the issues. your actor geo > and rig might be more complex then the pedestrian so i would get those in > there asap to get an idea of the speed. > > > > s > > > > On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard wrote: > > Hey Guys ! > > > > I've been following your discussion and now I'm scared ! I just started a > Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1. > > > > Everything is going fine for the moment as I am using the Default > pedestrian to test and build my sim. I plan to replace the pedestrian with > our own actors as soon as they are ready. Will I be able to get a result in > a reasonable amount of time with the tricks you described earlier (which for > the moment I'm not sure I understand all but I guess I will, as I get more > accustomed to the tool) ? Or is it simply a NO GO because of the issues ? > I don't want to get too deep in the process and discover I have to find > another solution altogether. > > > > Your opinions would be appreciated, > > > > Thx ! > > > > > > > > > > Luc Girard // SHED > artiste 3D > > 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 > T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM > > > > prenez note que mon nouveau courriel est le: l...@shedmtl.com > > > > From: softimage-boun...@listproc.autodesk.com > [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron > Sent: August-01-12 2:21 PM > > > To: softimage@listproc.autodesk.com > Subject: Re: Crowd FX Help > > > > i got various errors that i can't remember but that error i definitely > haven't seen before. animations getting broken like you mentioned i did > encounter but it was usually just an error i had where my animations were > being improperly loaded in the ice graph. sometimes i just ran get actions > again and it re wires them. others i realized my graph was using actorID to > set data which no longer is correct since i removed added the actor and the > IDs changed. > > > > i haven't used crowdfx in a bit so my memory is a big foggy, please hammer > on it and log all the issues you can. i hope to get back to crowdfx in the > future and see it has improved :) > > > > s > > > > On Wed, Aug 1, 2012 at 10:44 AM, Julian John
RE: Crowd FX Help
Basically what's needed is an ASCII/text scene file format so we can modify not just crowds, but anything in the scene as long as the edits conform to specs. Need the same for models and other data types. Sorely needed and is more than long overdue. Matt From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Wednesday, August 01, 2012 12:42 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help its not a current feature, its a suggestion i have sent to softimage but also was going to be the basis for my own customizations to crowdfx to get around these issues. one could explore caching the action sources to icecache and loading them back in but thats only part of the problem from what i understand. s On Wed, Aug 1, 2012 at 12:25 PM, Luc Girard mailto:l...@shedmtl.com>> wrote: Thx for your input.. I'm having fun with the tool so far so I would be bummed to have to find another solution. Your said this earlier "being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key." Can you expand more about this with a little more details plz ? I'm not quite sure which data and which external format you are referring to... sorry newb here ;) thx a lot ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM<http://WWW.SHEDMTL.COM> prenez note que mon nouveau courriel est le: l...@shedmtl.com<mailto:l...@shedmtl.com> From: softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com> [mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of Steven Caron Sent: August-01-12 3:08 PM To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com> Subject: Re: Crowd FX Help i finished all my shots with crowdfx even with the issues. your actor geo and rig might be more complex then the pedestrian so i would get those in there asap to get an idea of the speed. s On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard mailto:l...@shedmtl.com>> wrote: Hey Guys ! I've been following your discussion and now I'm scared ! I just started a Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1. Everything is going fine for the moment as I am using the Default pedestrian to test and build my sim. I plan to replace the pedestrian with our own actors as soon as they are ready. Will I be able to get a result in a reasonable amount of time with the tricks you described earlier (which for the moment I'm not sure I understand all but I guess I will, as I get more accustomed to the tool) ? Or is it simply a NO GO because of the issues ? I don't want to get too deep in the process and discover I have to find another solution altogether. Your opinions would be appreciated, Thx ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM<http://WWW.SHEDMTL.COM> prenez note que mon nouveau courriel est le: l...@shedmtl.com<mailto:l...@shedmtl.com> From: softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com> [mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of Steven Caron Sent: August-01-12 2:21 PM To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com> Subject: Re: Crowd FX Help i got various errors that i can't remember but that error i definitely haven't seen before. animations getting broken like you mentioned i did encounter but it was usually just an error i had where my animations were being improperly loaded in the ice graph. sometimes i just ran get actions again and it re wires them. others i realized my graph was using actorID to set data which no longer is correct since i removed added the actor and the IDs changed. i haven't used crowdfx in a bit so my memory is a big foggy, please hammer on it and log all the issues you can. i hope to get back to crowdfx in the future and see it has improved :) s On Wed, Aug 1, 2012 at 10:44 AM, Julian Johnson mailto:jul...@exch.demon.co.uk>> wrote: On 01/08/2012 18:09, Steven Caron wrote: i dont recall this bug being addressed in 2013 SP1, but i may be wrong... @julian, i got to the point where i was adding all the characters i needed to an empty scene and updating this, then copy pasting graphs to rebuild the scene. but even in a simple scene eventually screeches to a halt. being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. Thanks Steven, I think I'd need to do the same as you. Did
Re: Crowd FX Help
its not a current feature, its a suggestion i have sent to softimage but also was going to be the basis for my own customizations to crowdfx to get around these issues. one could explore caching the action sources to icecache and loading them back in but thats only part of the problem from what i understand. s On Wed, Aug 1, 2012 at 12:25 PM, Luc Girard wrote: > Thx for your input.. I'm having fun with the tool so far so I would be > bummed to have to find another solution. > > ** ** > > Your said this earlier "being able to use a external format to store data > like this and so it can be updated without interacting with a live > simulation is key." Can you expand more about this with a little more > details plz ? I'm not quite sure which data and which external format you > are referring to... sorry newb here ;) > > ** ** > > thx a lot ! > > ** ** > > ** ** > > *Luc Girard // SHED* > artiste 3D > > 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 > T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM > > ** ** > > prenez note que mon nouveau courriel est le: l...@shedmtl.com > > ** ** > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron > *Sent:* August-01-12 3:08 PM > > *To:* softimage@listproc.autodesk.com > *Subject:* Re: Crowd FX Help > > ** ** > > i finished all my shots with crowdfx even with the issues. your actor geo > and rig might be more complex then the pedestrian so i would get those in > there asap to get an idea of the speed. > > ** ** > > s > > ** ** > > On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard wrote: > > Hey Guys ! > > > > I've been following your discussion and now I'm scared ! I just started > a Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1. > > > > Everything is going fine for the moment as I am using the Default > pedestrian to test and build my sim. I plan to replace the pedestrian with > our own actors as soon as they are ready. Will I be able to get a result > in a reasonable amount of time with the tricks you described earlier (which > for the moment I'm not sure I understand all but I guess I will, as I get > more accustomed to the tool) ? Or is it simply a NO GO because of the > issues ? I don't want to get too deep in the process and discover I have > to find another solution altogether. > > > > Your opinions would be appreciated, > > > > Thx ! > > > > > > > > > > *Luc Girard // SHED* > artiste 3D > > 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 > T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM > > **** > > prenez note que mon nouveau courriel est le: l...@shedmtl.com > > > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron > *Sent:* August-01-12 2:21 PM > > > *To:* softimage@listproc.autodesk.com > *Subject:* Re: Crowd FX Help > > > > i got various errors that i can't remember but that error i definitely > haven't seen before. animations getting broken like you mentioned i did > encounter but it was usually just an error i had where my animations were > being improperly loaded in the ice graph. sometimes i just ran get actions > again and it re wires them. others i realized my graph was using actorID to > set data which no longer is correct since i removed added the actor and the > IDs changed. > > > > i haven't used crowdfx in a bit so my memory is a big foggy, please hammer > on it and log all the issues you can. i hope to get back to crowdfx in the > future and see it has improved :) > > > > s > > > > On Wed, Aug 1, 2012 at 10:44 AM, Julian Johnson > wrote: > > On 01/08/2012 18:09, Steven Caron wrote: > > i dont recall this bug being addressed in 2013 SP1, but i may be wrong... > > @julian, i got to the point where i was adding all the characters i needed > to an empty scene and updating this, then copy pasting graphs to rebuild > the scene. but even in a simple scene eventually screeches to a halt. > > being able to use a external format to store data like this and so it can > be updated without interacting with a live simulation is key. > > Thanks Steven, > > I think I'd need to do the same as you. Did you find you had problems > simply adding new Actors to an established crowd? I not only get the ultra > long load times but it quite often ends with: > > # ERROR : CrowdSkinningNode: 428$Access to a custom ICE node input port > failed. > > Again, this only happens if I reload an existing crowd scene. The same > model adds fine provided I don't close and reload the scene. It also works > properly in a neutral scene on it's own... > > Cheers, > Julian > > > > ** ** >
RE: Crowd FX Help
Thx for your input.. I'm having fun with the tool so far so I would be bummed to have to find another solution. Your said this earlier "being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key." Can you expand more about this with a little more details plz ? I'm not quite sure which data and which external format you are referring to... sorry newb here ;) thx a lot ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 <http://WWW.SHEDMTL.COM> WWW.SHEDMTL.COM prenez note que mon nouveau courriel est le: l...@shedmtl.com From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: August-01-12 3:08 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help i finished all my shots with crowdfx even with the issues. your actor geo and rig might be more complex then the pedestrian so i would get those in there asap to get an idea of the speed. s On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard wrote: Hey Guys ! I've been following your discussion and now I'm scared ! I just started a Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1. Everything is going fine for the moment as I am using the Default pedestrian to test and build my sim. I plan to replace the pedestrian with our own actors as soon as they are ready. Will I be able to get a result in a reasonable amount of time with the tricks you described earlier (which for the moment I'm not sure I understand all but I guess I will, as I get more accustomed to the tool) ? Or is it simply a NO GO because of the issues ? I don't want to get too deep in the process and discover I have to find another solution altogether. Your opinions would be appreciated, Thx ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 <http://WWW.SHEDMTL.COM> WWW.SHEDMTL.COM prenez note que mon nouveau courriel est le: l...@shedmtl.com From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: August-01-12 2:21 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help i got various errors that i can't remember but that error i definitely haven't seen before. animations getting broken like you mentioned i did encounter but it was usually just an error i had where my animations were being improperly loaded in the ice graph. sometimes i just ran get actions again and it re wires them. others i realized my graph was using actorID to set data which no longer is correct since i removed added the actor and the IDs changed. i haven't used crowdfx in a bit so my memory is a big foggy, please hammer on it and log all the issues you can. i hope to get back to crowdfx in the future and see it has improved :) s On Wed, Aug 1, 2012 at 10:44 AM, Julian Johnson wrote: On 01/08/2012 18:09, Steven Caron wrote: i dont recall this bug being addressed in 2013 SP1, but i may be wrong... @julian, i got to the point where i was adding all the characters i needed to an empty scene and updating this, then copy pasting graphs to rebuild the scene. but even in a simple scene eventually screeches to a halt. being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. Thanks Steven, I think I'd need to do the same as you. Did you find you had problems simply adding new Actors to an established crowd? I not only get the ultra long load times but it quite often ends with: # ERROR : CrowdSkinningNode: 428$Access to a custom ICE node input port failed. Again, this only happens if I reload an existing crowd scene. The same model adds fine provided I don't close and reload the scene. It also works properly in a neutral scene on it's own... Cheers, Julian
Re: Crowd FX Help
i finished all my shots with crowdfx even with the issues. your actor geo and rig might be more complex then the pedestrian so i would get those in there asap to get an idea of the speed. s On Wed, Aug 1, 2012 at 12:03 PM, Luc Girard wrote: > Hey Guys ! > > ** ** > > I've been following your discussion and now I'm scared ! I just started > a Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1. > > ** ** > > Everything is going fine for the moment as I am using the Default > pedestrian to test and build my sim. I plan to replace the pedestrian with > our own actors as soon as they are ready. Will I be able to get a result > in a reasonable amount of time with the tricks you described earlier (which > for the moment I'm not sure I understand all but I guess I will, as I get > more accustomed to the tool) ? Or is it simply a NO GO because of the > issues ? I don't want to get too deep in the process and discover I have > to find another solution altogether. > > ** ** > > Your opinions would be appreciated, > > ** ** > > Thx ! > > ** ** > > ** ** > > ** ** > > ** ** > > *Luc Girard // SHED* > artiste 3D > > 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 > T 514 849-1555 F 514 849-5025 WWW.SHEDMTL.COM > > ** ** > > prenez note que mon nouveau courriel est le: l...@shedmtl.com > > ** ** > > *From:* softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] *On Behalf Of *Steven Caron > *Sent:* August-01-12 2:21 PM > > *To:* softimage@listproc.autodesk.com > *Subject:* Re: Crowd FX Help > > ** ** > > i got various errors that i can't remember but that error i definitely > haven't seen before. animations getting broken like you mentioned i did > encounter but it was usually just an error i had where my animations were > being improperly loaded in the ice graph. sometimes i just ran get actions > again and it re wires them. others i realized my graph was using actorID to > set data which no longer is correct since i removed added the actor and the > IDs changed. > > ** ** > > i haven't used crowdfx in a bit so my memory is a big foggy, please hammer > on it and log all the issues you can. i hope to get back to crowdfx in the > future and see it has improved :) > > ** ** > > s > > ** ** > > On Wed, Aug 1, 2012 at 10:44 AM, Julian Johnson > wrote: > > On 01/08/2012 18:09, Steven Caron wrote: > > i dont recall this bug being addressed in 2013 SP1, but i may be wrong... > > @julian, i got to the point where i was adding all the characters i needed > to an empty scene and updating this, then copy pasting graphs to rebuild > the scene. but even in a simple scene eventually screeches to a halt. > > being able to use a external format to store data like this and so it can > be updated without interacting with a live simulation is key. > > Thanks Steven, > > I think I'd need to do the same as you. Did you find you had problems > simply adding new Actors to an established crowd? I not only get the ultra > long load times but it quite often ends with: > > # ERROR : CrowdSkinningNode: 428$Access to a custom ICE node input port > failed. > > Again, this only happens if I reload an existing crowd scene. The same > model adds fine provided I don't close and reload the scene. It also works > properly in a neutral scene on it's own... > > Cheers, > Julian > > ** ** >
RE: Crowd FX Help
Hey Guys ! I've been following your discussion and now I'm scared ! I just started a Crowd sim last Monday for a project, using CrowdFX on 2013 Sp1. Everything is going fine for the moment as I am using the Default pedestrian to test and build my sim. I plan to replace the pedestrian with our own actors as soon as they are ready. Will I be able to get a result in a reasonable amount of time with the tricks you described earlier (which for the moment I'm not sure I understand all but I guess I will, as I get more accustomed to the tool) ? Or is it simply a NO GO because of the issues ? I don't want to get too deep in the process and discover I have to find another solution altogether. Your opinions would be appreciated, Thx ! Luc Girard // SHED artiste 3D 1410, RUE STANLEY, 11E ÉTAGE MONTRÉAL (QUÉBEC) H3A 1P8 T 514 849-1555 F 514 849-5025 <http://WWW.SHEDMTL.COM> WWW.SHEDMTL.COM prenez note que mon nouveau courriel est le: l...@shedmtl.com From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: August-01-12 2:21 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help i got various errors that i can't remember but that error i definitely haven't seen before. animations getting broken like you mentioned i did encounter but it was usually just an error i had where my animations were being improperly loaded in the ice graph. sometimes i just ran get actions again and it re wires them. others i realized my graph was using actorID to set data which no longer is correct since i removed added the actor and the IDs changed. i haven't used crowdfx in a bit so my memory is a big foggy, please hammer on it and log all the issues you can. i hope to get back to crowdfx in the future and see it has improved :) s On Wed, Aug 1, 2012 at 10:44 AM, Julian Johnson wrote: On 01/08/2012 18:09, Steven Caron wrote: i dont recall this bug being addressed in 2013 SP1, but i may be wrong... @julian, i got to the point where i was adding all the characters i needed to an empty scene and updating this, then copy pasting graphs to rebuild the scene. but even in a simple scene eventually screeches to a halt. being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. Thanks Steven, I think I'd need to do the same as you. Did you find you had problems simply adding new Actors to an established crowd? I not only get the ultra long load times but it quite often ends with: # ERROR : CrowdSkinningNode: 428$Access to a custom ICE node input port failed. Again, this only happens if I reload an existing crowd scene. The same model adds fine provided I don't close and reload the scene. It also works properly in a neutral scene on it's own... Cheers, Julian
Re: Crowd FX Help
i got various errors that i can't remember but that error i definitely haven't seen before. animations getting broken like you mentioned i did encounter but it was usually just an error i had where my animations were being improperly loaded in the ice graph. sometimes i just ran get actions again and it re wires them. others i realized my graph was using actorID to set data which no longer is correct since i removed added the actor and the IDs changed. i haven't used crowdfx in a bit so my memory is a big foggy, please hammer on it and log all the issues you can. i hope to get back to crowdfx in the future and see it has improved :) s On Wed, Aug 1, 2012 at 10:44 AM, Julian Johnson wrote: > On 01/08/2012 18:09, Steven Caron wrote: > >> i dont recall this bug being addressed in 2013 SP1, but i may be wrong... >> >> @julian, i got to the point where i was adding all the characters i >> needed to an empty scene and updating this, then copy pasting graphs to >> rebuild the scene. but even in a simple scene eventually screeches to a >> halt. >> >> being able to use a external format to store data like this and so it can >> be updated without interacting with a live simulation is key. >> >> Thanks Steven, > > I think I'd need to do the same as you. Did you find you had problems > simply adding new Actors to an established crowd? I not only get the ultra > long load times but it quite often ends with: > > # ERROR : CrowdSkinningNode: 428$Access to a custom ICE node input port > failed. > > Again, this only happens if I reload an existing crowd scene. The same > model adds fine provided I don't close and reload the scene. It also works > properly in a neutral scene on it's own... > > Cheers, > Julian >
Re: Crowd FX Help
On 01/08/2012 18:09, Steven Caron wrote: i dont recall this bug being addressed in 2013 SP1, but i may be wrong... @julian, i got to the point where i was adding all the characters i needed to an empty scene and updating this, then copy pasting graphs to rebuild the scene. but even in a simple scene eventually screeches to a halt. being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. Thanks Steven, I think I'd need to do the same as you. Did you find you had problems simply adding new Actors to an established crowd? I not only get the ultra long load times but it quite often ends with: # ERROR : CrowdSkinningNode: 428$Access to a custom ICE node input port failed. Again, this only happens if I reload an existing crowd scene. The same model adds fine provided I don't close and reload the scene. It also works properly in a neutral scene on it's own... Cheers, Julian
RE: Crowd FX Help
Yes Steven you are right. This 'hypothetical' fix was not for SP1... From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Steven Caron Sent: Wednesday, August 01, 2012 1:09 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help i dont recall this bug being addressed in 2013 SP1, but i may be wrong... @julian, i got to the point where i was adding all the characters i needed to an empty scene and updating this, then copy pasting graphs to rebuild the scene. but even in a simple scene eventually screeches to a halt. being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. s On Wed, Aug 1, 2012 at 7:12 AM, Guillaume Laforge mailto:guillaume.lafo...@autodesk.com>> wrote: Hello Julian, It sounds like a known bug reported by Steven Caron about extreme slowdown when adding new actor sources. It was fixed in 2013SP1 (several optimization in the scene graph validation and topology update were done). Are you on SP1? Thanks, Guillaume -Original Message- From: softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com> [mailto:softimage-boun...@listproc.autodesk.com<mailto:softimage-boun...@listproc.autodesk.com>] On Behalf Of Julian Johnson Sent: Wednesday, August 01, 2012 9:50 AM To: softimage@listproc.autodesk.com<mailto:softimage@listproc.autodesk.com> Subject: Crowd FX Help I'm struggling with extreme slowdowns and erratic actions in CrowdFX. Specifically, when I reload a scene and then try and add new actor sources a) the new actor source takes ages to load and b) often the new source's animations are somehow corrupted with either a weird animation cycle, stuttering or a permanent static pose. These same cycles work fine in solo scenes. If I recreate the scene from scratch everything works fine but as soon as I quit and reload it seems like from that point onwards I can't really add/remove actors or change actions without some of the behaviours above. I think it seems worse with actors that have been unloaded and reloaded (using Get From Scene). The only solution I can think of is to script the building of the whole scene from scratch each time. Has anyone else experienced this or found any workarounds? Julian <>
Re: Crowd FX Help
i dont recall this bug being addressed in 2013 SP1, but i may be wrong... @julian, i got to the point where i was adding all the characters i needed to an empty scene and updating this, then copy pasting graphs to rebuild the scene. but even in a simple scene eventually screeches to a halt. being able to use a external format to store data like this and so it can be updated without interacting with a live simulation is key. s On Wed, Aug 1, 2012 at 7:12 AM, Guillaume Laforge < guillaume.lafo...@autodesk.com> wrote: > Hello Julian, > > It sounds like a known bug reported by Steven Caron about extreme > slowdown when adding new actor sources. > It was fixed in 2013SP1 (several optimization in the scene graph > validation and topology update were done). > > Are you on SP1? > > Thanks, > Guillaume > > -Original Message- > From: softimage-boun...@listproc.autodesk.com [mailto: > softimage-boun...@listproc.autodesk.com] On Behalf Of Julian Johnson > Sent: Wednesday, August 01, 2012 9:50 AM > To: softimage@listproc.autodesk.com > Subject: Crowd FX Help > > I'm struggling with extreme slowdowns and erratic actions in CrowdFX. > Specifically, when I reload a scene and then try and add new actor sources > a) the new actor source takes ages to load and b) often the new source's > animations are somehow corrupted with either a weird animation cycle, > stuttering or a permanent static pose. These same cycles work fine in solo > scenes. > > If I recreate the scene from scratch everything works fine but as soon as > I quit and reload it seems like from that point onwards I can't really > add/remove actors or change actions without some of the behaviours above. I > think it seems worse with actors that have been unloaded and reloaded > (using Get From Scene). > > The only solution I can think of is to script the building of the whole > scene from scratch each time. Has anyone else experienced this or found any > workarounds? > > Julian > >
RE: Crowd FX Help
Hi You don't need to be on support to report a bug. http://wp.me/powV4-1Z3 From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Guillaume Laforge Sent: August-01-12 12:10 PM To: softimage@listproc.autodesk.com Subject: Re: Crowd FX Help Too bad :(. If you've got access to support, please send a repro scene! Did you try to delete the simulated ICETree and then re-generate all the actions (from the Apply Action in the CrowdFX Actor Proxy PPG) ? It would re-create a new simulated ICETree and so could fix the problem (but you will need to re-do any edit you made in the original Tree...). On Wed, Aug 1, 2012 at 11:37 AM, Julian Johnson mailto:jul...@exch.demon.co.uk>> wrote: On 01/08/2012 15:12, Guillaume Laforge wrote: Hello Julian, It sounds like a known bug reported by Steven Caron about extreme slowdown when adding new actor sources. It was fixed in 2013SP1 (several optimization in the scene graph validation and topology update were done). Hi Guillaume, Thanks for the quick response. Yes, we're on SP1 (build 11.1.57)...and the slowdown is quite dramatic. Cheers, Julian <>
Re: Crowd FX Help
Too bad :(. If you've got access to support, please send a repro scene! Did you try to delete the simulated ICETree and then re-generate all the actions (from the Apply Action in the CrowdFX Actor Proxy PPG) ? It would re-create a new simulated ICETree and so could fix the problem (but you will need to re-do any edit you made in the original Tree...). On Wed, Aug 1, 2012 at 11:37 AM, Julian Johnson wrote: > On 01/08/2012 15:12, Guillaume Laforge wrote: > >> Hello Julian, >> >> It sounds like a known bug reported by Steven Caron about extreme >> slowdown when adding new actor sources. >> It was fixed in 2013SP1 (several optimization in the scene graph >> validation and topology update were done). >> > > Hi Guillaume, > > Thanks for the quick response. Yes, we're on SP1 (build 11.1.57)...and the > slowdown is quite dramatic. > > Cheers, > Julian >
Re: Crowd FX Help
On 01/08/2012 15:12, Guillaume Laforge wrote: Hello Julian, It sounds like a known bug reported by Steven Caron about extreme slowdown when adding new actor sources. It was fixed in 2013SP1 (several optimization in the scene graph validation and topology update were done). Hi Guillaume, Thanks for the quick response. Yes, we're on SP1 (build 11.1.57)...and the slowdown is quite dramatic. Cheers, Julian
RE: Crowd FX Help
Hello Julian, It sounds like a known bug reported by Steven Caron about extreme slowdown when adding new actor sources. It was fixed in 2013SP1 (several optimization in the scene graph validation and topology update were done). Are you on SP1? Thanks, Guillaume -Original Message- From: softimage-boun...@listproc.autodesk.com [mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Julian Johnson Sent: Wednesday, August 01, 2012 9:50 AM To: softimage@listproc.autodesk.com Subject: Crowd FX Help I'm struggling with extreme slowdowns and erratic actions in CrowdFX. Specifically, when I reload a scene and then try and add new actor sources a) the new actor source takes ages to load and b) often the new source's animations are somehow corrupted with either a weird animation cycle, stuttering or a permanent static pose. These same cycles work fine in solo scenes. If I recreate the scene from scratch everything works fine but as soon as I quit and reload it seems like from that point onwards I can't really add/remove actors or change actions without some of the behaviours above. I think it seems worse with actors that have been unloaded and reloaded (using Get From Scene). The only solution I can think of is to script the building of the whole scene from scratch each time. Has anyone else experienced this or found any workarounds? Julian <>