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 >>> >> >> >

