>> some other textural issues on the farm<<
I had big headaches with this as well till someone on this list was kind enough 
to point out the need and supply a node to force the texture attribute to 
update each frame

Looking forward to trying out the improved 2014 crowd myself

jeff

From: softimage-boun...@listproc.autodesk.com 
[mailto:softimage-boun...@listproc.autodesk.com] On Behalf Of Jonny Grew
Sent: Thursday, May 30, 2013 10:38 AM
To: softimage@listproc.autodesk.com
Subject: Re: CrowdFX actor target speed

Not to worry.... It seems a full shutdown and a rebuild of that section of the 
tree has solved the problem.... If we weren't mid-job it would seem from other 
posts that a 2014 switch over would solve some other textural issues on the 
farm but we're getting there!

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On 30 May 2013 15:01, Jonny Grew 
<jonny.g...@gmail.com<mailto:jonny.g...@gmail.com>> wrote:
Hello list.

Using 2013 doing some crowd stuff. Got 4 actors and simulating about 10,000 
people.

If I set a target speed directly in the particle simulation tree on the 
simulation crowd the actors behave and try to achieve that target speed. 
However adding a randomize to vary the speed (Min 10, Max 28) causes 2 of my 
actors to go into a run and the other two to be pretty much static - nowhere 
near their min speed of 10.  There is no animation on the randomize. Tried 
blowing away the randomize node and starting with that again but same result. 
Used turbulize but same result.  Changes the seed of the simulation cloud. 
Everything seems to have the same result.

Removing the actors that are misbehaving means that the remaining 2 actors 
populate the whole sim and the same issue arises but this time with one running 
and the other being static.  I can't see that there's any instruction to tell 
the 0,1,2 or 3rd actor to behave any differently.

Any thoughts people?!

Cheers
Jonny


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