Hey guys, could I ask you to show an Ice tree of your ICE Shape Mixer.

I've done extensive testing with using ICE for shapes.  Basically I just
added all of the vectors together and drove them by the kinematics of the
controls.  I also did my best to make sure that it didnt calculate certain
things twice.

I tested it against a face rig that we use here that uses a normal mixer.
 And when all 180 shapes got reconnected. The Old School Mixer was faster.

I ran 3 seperate tests and in the end the Old Mixer was faster than doing
it with ice.

I am very open minded and I may have done this incorrectly. can anyone
offer suggestions or show me a tree of one of theirs?




On Wed, Apr 24, 2013 at 8:24 AM, Guillaume Laforge <
[email protected]> wrote:

> Getting Kinematics Data is not slow. Setting Kinematics Data IS slow :).
>
>
> On Tue, Apr 23, 2013 at 4:50 PM, 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
>>>
>>
>>
>

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