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/ >> > > -- Our users will know fear and cower before our software! Ship it! Ship it and let them flee like the dogs they are!

