Rig performance is an age old issue. You can't have advanced rigs without
taking a hit on performance. There's no way around it really. Not using
wraps, excessive constraints, and many deformers after the skinCluster will
help.

My recommendation would be to have several LODs for animation. I believe
this is the solution with in most pipelines.


On Sun, Apr 28, 2013 at 9:43 AM, Christopher Evans <[email protected]>wrote:

> Hi guys,
>
> I am using the new 'DG Profiler' to take a look at some rigs and try to
> speed them up. In the process I am finding some interesting nodes that
> cannot be selected or viewed in Outliner, Node Editor, or Hypergraph..
>
> That aside, anyone have any tips on stuff to speed up rigs? It's a bit
> unnerving that we have a hundred or more skinned characters running in our
> game engine, but 30% of the overhead in Maya on one char seems to be
> skinning. Just deleting the tweak nodes assoc with each skinCluster
> improves things a significant bit..
>
> Any rig or scene optimization functions, any bits of wisdom? Anyone else
> using this DG profiler, great stuff imo.
>
> --
> CE
>
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