I'd just double what Ciaran's saying. If every single instance has a completely different ShapeInstanceTime then that's effectively a different instance object for each particle, which will cause big memory issues. If clamping to whole frames is too much at least clamp it to a tenth or two instead.
On 27 December 2012 14:00, wavo <w...@fiftyeight.com> wrote: > ** Hello , > Which Node Do you use?! > instance shape or the other instance-geometry? > Their was an known Problem (since 2010) with the geometry-node try If > possible the instance-shape-node > Good luck > Walt > -- > Diese Nachricht wurde von meinem Android Mobiltelefon mit 1&1 Mail > gesendet. > > > > Antonieo <anton...@163.com> schrieb: > >> 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? >> >> >>