Yeah I can imagine that. Honnestly I love the xml export but it's a lot of dev to have it work with everything. Once you have it working with envelopes and shapes... you still need to support ice deformers, push, relax or any deformers you might want to use... even custom stuff and weight map... That's a lot of dev...
The Blur way where you can actually rebuild part of the rigs without deleting everything is very interesting too. On 23 April 2013 14:38, Steven Caron <[email protected]> wrote: > it might be more than i need right now, i just need shapes on the meshes > to be wired back up to parameters when i rebuild the rig. i am exploring > using an ice tree that gets automatically resolved when gear imports the > mesh/emdl. > > > On Tue, Apr 23, 2013 at 2:35 PM, Jeremie Passerin <[email protected]>wrote: > >> Going back to the Gear topic. >> Xml shape export was planned to be part of the skin rebuild. I have most >> of the code ready but never got time to implement it properly :( If anyone >> feels like finishing the job I can share the code. >> >> >> On 23 April 2013 14:06, Matt Morris <[email protected]> wrote: >> >>> 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 >>> >> >> >

