I haven't noticed a performance hit with doing that, myself. I tend to
use the older solution from the Andy rig on my older inclusive rigs
though, basically modifying the marking menus with a scriptnode set to
process on load (based on the ZooTools ZooTriggered methodology, but
embedded in the file so the user doesn't have to install ZooTools)--so
it loads and processes just once. I can look up one of my old rigs and
re-visist the process, but I don't know if things work with that
anymore--last time I loaded up the Andy rig, it didn't. I don't know if
Autodesk changed things in Maya 2013 or not, so it might just be a
matter of rewriting the code.
On 12/2/2014 1:38 AM, Ricardo Viana wrote:
Hi all.
I've been dealing with some rigging stuff. And I've never used
scriptJobs or scriptNodes.
I am thinking of having a solution for ik/fk snap, with the code built
in the file instead of providing
a separate script. which seams to be a good artist friendly situation.
But i never did worked with it as explained.
My question is, since i haven't seen anyone using it, does it impact
performance severely
or is there any other issue why people don't use it. Or maybe they do,
and i'm not aware.
thanks guys
best
Ricardo Viana
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