Thanks Guys this is very helpful. Thanks for the explanation and screenshots Sandy.
The major difference between your approach and mine was that you use Linear Interpolate. And I was multiplying the shape vectors by the scalar that was returned from the controller position. I wonder if that could be part of the cause of my rigs slowness On Wed, Apr 24, 2013 at 4:45 PM, Peter Agg <peter....@googlemail.com> wrote: > I'd also avoid doing things with weightmaps as much as possible - far > better to do all those calculations outside the rig and then freezing the > shape on export. It's better to keep them live when you're working on the > rig as then any changes you make to the reference mesh will be carried over > without needing to re-make the cluster. > > > On 24 April 2013 09:36, Sebastian Kowalski <l...@sekow.com> wrote: > >> 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 < >> sandy.mailli...@gmail.com>: >> >> > 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> >> >> >> >