I tend to use a bunch of scene objects imported as a generic model, then load the ice tree onto the mesh which hooks up to the controllers. I did try a comparison test on a face rig a while back comparing playback speeds of traditional setup and ice setup and found I was getting better playback via the ice method, so haven't really investigated too much further. The characters I've rigged are much simpler than film level assets though, so ymmv.
On 23 April 2013 21:50, Alan Fregtman <[email protected]> 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 <[email protected]> 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 <[email protected]> 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 >> > > -- www.matinai.com

