Ohh well, 2800 nulls, the ice way performs much worse, it took nearly 2
hours to apply the transform to all the nulls, after, to test the
deformation performance on the cage mesh i got 1.5 FPS.
The alternative using the script to create and constraint each null to each
poly performed much better on creation of the setup it took around 15
minutes to run Alan's script, on deformation it got around 4FPS.
I guess there is no doubt which method performs better.

Next step now is to envelope the high res braids mesh, which is just about
700.000 polys to these 2800 nulls, ohh my!
I think ill start with a polygon reduced version...




On Fri, Jan 11, 2013 at 9:55 AM, Rob Chapman <[email protected]> wrote:

> Hi Nuno I am really not the best person to ask as I posses next to nothing
> skills in regards to rigging and optimising these compared to others here
> on the list.  Tangency can be gained in a similar way that the poly normal
> is obtained in the 2nd example was just helping with an alternative nulls
> to poly meshes in ICE thats all :)
>
> regarding which is the quickest - you are in a prime position to inform us
> all !
>
> best
>
> Rob
>
>
>
> On 11 January 2013 09:48, Nuno Conceicao <[email protected]>wrote:
>
>> Thanks Rob, I was a bit more inclined to ICE in the beggining :)
>> Now I waas wondering a couple things:
>> Which of these two options will perfom better?
>> Also the other thing is, Alan's script also aligns the null with
>> tangency, while your ICE tree doesnt.
>> I m notmuch of a rigging head but looking at what the tangency does to
>> the nulls, im not sure if this is a good option to leave On or not,
>> depending of the cloth simulation results, the tangency can go a bit
>> extreme if the polygon deforms too much...shall I use tangency?
>>
>>
>>
>> On Fri, Jan 11, 2013 at 1:22 AM, Rob Chapman <[email protected]>wrote:
>>
>>> On 10 January 2013 23:27, Alan Fregtman <[email protected]> wrote:
>>>
>>>> As per your screenshot, I don't believe your particles are getting any
>>>> Orientation. That's sort of important
>>>>
>>>
>>>
>>> For sure, the menu driven 'transform objects by particles' is also
>>> constrain by scale and rotation, so you just need to get the polymesh
>>> normal vector into the particle orientation. this is fairly trivial and I
>>> assumed it was just point position needed as explanation sorry :) may want
>>> other stuff as well but for normals its
>>>
>>> closest location>SurfaceGeometryNomal>Increment rotation with vector>set
>>> orientation
>>>
>>> pic attached
>>>
>>> cheers
>>>
>>>
>>>
>>>
>>>
>>
>>
>

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