You might very well be doing everything right. If there's anything I would
go for ICE shapes over anything else for, it's not raw speed (which on low
density meshes with many simple shapes and 1:1 controls make bugger all
difference), it's because you can usually, considerably, reduce the number
of shapes, often by a factor of 2 or more.

Combinatorial systems go from a major pain to set up and a delicate thing,
to being wired on the fly with just a couple reference meshes as templates
and very quick wiring in and out.

It's far from a given that, in a 1:1 scenario, ICE will zip past the mixer
in performance. It much depends on context, rig and geo.


On Wed, Apr 24, 2013 at 1:05 PM, Enrique Caballero <
[email protected]> wrote:

> Yep that is definitely a huge plus. But writing a script to recreate a
> mixer wouldn't be that painful.
>
> I work for a very small shop. We concentrate on doing quality work on low
> budgets.
>
> So I am always trying to squeeze every last FPS out of our rigs, as I
> strongly believe that a fast rig has a very large effect on company moral,
> and production costs.
>
> So when I did my ice tests for our face rigs, i lost about 3 frames per
> second in the end.
>
> I know it doesnt sound like a lot. But fight tooth and nail for every fps
> so losing 3 hurts :P
>
> i bet im just making the ice trees incorrectly though, there might be
> something im missing
>
>
> On Wed, Apr 24, 2013 at 10:47 AM, Simon Anderson <
> [email protected]> wrote:
>
>> The nice thing about ICE is its also easy to setup and apply repatativly
>> as you just copy and paste your ICE setup. We used the ICE blendshapes on
>> both Zambezia and Khumba.
>>
>>
>> On Wed, Apr 24, 2013 at 12:11 PM, Enrique Caballero <
>> [email protected]> wrote:
>>
>>> 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
>>>>>>
>>>>>
>>>>>
>>>>
>>>
>>
>>
>> --
>> -------------------
>> Simon Ben Anderson
>> blog: http://vinyldevelopment.wordpress.com/
>>
>
>


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