Excellent thanks Sandy! Very much appreciated. Were you in 2013 or 2014?
On Tue, Nov 5, 2013 at 1:51 PM, Sandy Sutherland <sandy.mailli...@gmail.com>wrote: > We used it earlier this year for a commercial - must say I was pretty > impressed with it. The blending was pretty cool, but misses control over > the threshold to blend, and we had jittering where the blend was obviously > borderline between two actions and was swapping in and out. It looked like > there used to be some control over that, but they took it out. The other > thing that it misses is a true geometry collision as it only has a radius > setting per particle so for characters with length such as the cats we were > doing, it is easy to have them running through each other's tails or trying > to avoid each other with huge gaps and when you have lots of them together, > this tends to force a lot of 'searching' - twitching one way then the other > 'looking' for enough space. > > Stability was pretty good - I had something like 4000 cats in one shot and > it it did it and did it pretty quickly too. Ooo - only thing is that one > shot was pretty big scale and the constrain to geometry did not work > correctly for some reason - the cats kept on going round in circles as it > was coming down a hill - so I did a post sim constrain to surface on > another cloud. > > my 0.02c on it - would certainly use it again for doing crowds on a budget! > > S. > > > On 2013/11/05 8:11 PM, David Barosin wrote: > >> I'm hoping to get some opinions (positive or negative) for crowd fx in >> production. I've only looked at it in soft_2013 briefly and I know it went >> through some changes since. We're using 2013 now but if there is a major >> benefit to 2014 we could do that too. >> >> I'm considering it because it can blend animations and can constrain >> joints (e.g. look direction) >> >> Basically I'd like to hear how stable it is and if there are any >> limitations/gotchas. >> >> Thanks, >> -Dave >> >> >> (also we'll be rendering in Arnold) >> > >