Yep that is definitely a huge plus. But writing a script to recreate a mixer wouldn't be that painful.
I work for a very small shop. We concentrate on doing quality work on low budgets. So I am always trying to squeeze every last FPS out of our rigs, as I strongly believe that a fast rig has a very large effect on company moral, and production costs. So when I did my ice tests for our face rigs, i lost about 3 frames per second in the end. I know it doesnt sound like a lot. But fight tooth and nail for every fps so losing 3 hurts :P i bet im just making the ice trees incorrectly though, there might be something im missing On Wed, Apr 24, 2013 at 10:47 AM, Simon Anderson < simonbenandersonl...@gmail.com> wrote: > The nice thing about ICE is its also easy to setup and apply repatativly > as you just copy and paste your ICE setup. We used the ICE blendshapes on > both Zambezia and Khumba. > > > On Wed, Apr 24, 2013 at 12:11 PM, Enrique Caballero < > enriquecaball...@gmail.com> wrote: > >> Hey guys, could I ask you to show an Ice tree of your ICE Shape Mixer. >> >> I've done extensive testing with using ICE for shapes. Basically I just >> added all of the vectors together and drove them by the kinematics of the >> controls. I also did my best to make sure that it didnt calculate certain >> things twice. >> >> I tested it against a face rig that we use here that uses a normal mixer. >> And when all 180 shapes got reconnected. The Old School Mixer was faster. >> >> I ran 3 seperate tests and in the end the Old Mixer was faster than doing >> it with ice. >> >> I am very open minded and I may have done this incorrectly. can anyone >> offer suggestions or show me a tree of one of theirs? >> >> >> >> >> On Wed, Apr 24, 2013 at 8:24 AM, Guillaume Laforge < >> guillaume.laforge...@gmail.com> wrote: >> >>> Getting Kinematics Data is not slow. Setting Kinematics Data IS slow :). >>> >>> >>> On Tue, Apr 23, 2013 at 4:50 PM, Alan Fregtman >>> <alan.fregt...@gmail.com>wrote: >>> >>>> On that note, how do most of you guys approach the ICE shape mixer... >>>> >>>> Do you directly use a controller's local transform to drive a shape, or >>>> do you use a kind of "buffer" custom parameter set to which you hook up >>>> controls via expressions? >>>> >>>> The reason I ask is because ICE trees seem to get rather slow when you >>>> use GetDatas to get transformations from objects in the scene. I suspect it >>>> may mistakenly dirty the dependency graph and force some things to run >>>> twice. >>>> >>>> >>>> >>>> >>>> On Tue, Apr 23, 2013 at 4:39 PM, Matt Morris <matt...@gmail.com> wrote: >>>> >>>>> You are using an ice shape mixer right? That should connect up on >>>>> re-import or with common names on a fresh mesh. >>>>> >>>>> >>>>> >>>>> >>>>> On 23 April 2013 19:50, Steven Caron <car...@gmail.com> wrote: >>>>> >>>>>> how are people doing shape animation with a gear rig? i need to be >>>>>> able to have my shapes connect to a custom parameter set on every >>>>>> build/rebuild. >>>>>> >>>>>> s >>>>>> >>>>> >>>>> >>>>> >>>>> -- >>>>> www.matinai.com >>>>> >>>> >>>> >>> >> > > > -- > ------------------- > Simon Ben Anderson > blog: http://vinyldevelopment.wordpress.com/ >