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>

