when performance is an issue with an ice shape rig, try to freeze the shape 
clusters into ice attributes ;)
a smart setup would allow regeneration or addition of new shapes.

sebastian


Am 24.04.2013 um 10:24 schrieb Sandy Sutherland <[email protected]>:

> Enrique -
> 
> Here are 3 snips - the one is showing the very basic compound that I load in 
> when first building the tree that allows me to connect a shape on one input 
> and a controller on the other - then the shape is hooked up ready to go!  
> Second one is in that basic compound and the third one is modified to allow 
> inputting one shape such as a blink modelled both sides and splitting it 
> using a weight map, instead of using modulate by weight map and making two 
> shapes - this one also allows a switch so you switch which side you want the 
> shape to be!  This sort of stuff is so easy using ICE, as you can also use 
> this method to modify a shape with a weight map rather than makng a new 
> shape!  Notice alsoe the rescale node this allows me to use controllers that 
> go negative values say - in my example the Face GUI had the controllers 
> working in the direction the shape would go i.e. cheeks puffing to make it 
> intuitive for the animators - I then rescale 0 to -1 to +1 and done!  Beats 
> the hassle o!
 f wiring up a linked setup!
> 
> S.
> 
> 
> On 2013/04/24 5:15 AM, Enrique Caballero wrote:
>> Very good point.  And the plug-in play nature of an ICETree compound is 
>> incredibly attractive.
>> 
>> I'm always open to trying something new and different if time allows.
>> 
>> If anyone can screenshot how they set up their ICE Tree Shape mixer that 
>> would be awesome.  I think my knowledge about optimising ICETree's is quite 
>> lacking
>> 
>> 
>> 
> 
> <Shape_TREE_one.JPG><Shape_ICE.JPG><Shape_TREE_three.JPG>


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