hello, I am a little late on the conversation, but here is a screen capture of our facial template http://2.bp.blogspot.com/-kzEZDSsRCio/T0VISL78wgI/AAAAAAAAAQw/d-ik9QG3LLc/s1600/gear-custom-modules-02.jpg
It is a mix between ICE and Gear custom components. For this specific case , everything is pre assembled, for make the rig faster. With the system Left and Right shapes are split automatic and later I am using some wmaps and a dummie envelope to split more some of the shapes. I remember this approach was discuss here before :P ---------------------------------------------------- Miquel Campos www.akaosaru.com 2013/4/24 Enrique Caballero <[email protected]> > 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 <[email protected]>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 <[email protected]> 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 < >>> [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> >>> >>> >>> >> >

