I don't think that Deform by Hull will be any faster than Cage. I believe that 
Cage is multithreaded and pretty optimized already (it shares code with the 
envelope deform). The real issue with speed is that, since it binds to polygons 
or vertices, there can be a huge amount of deformers in the list. Try to 
optimize the cage mesh as Manny suggested, and adjust the strength and falloff 
as David suggested (this will limit the number of deformers in total, and the 
number per vertex).

I would also try freezing the weights as Steven suggested, otherwise they are 
live and potentially being recalculated. In an explorer, expand object > 
Polygon Mesh > Clusters > CageWeightCls, select Envelope_Weights, and click 
Freeze. How slow is it now?

gray


From: [email protected] 
[mailto:[email protected]] On Behalf Of Steven Caron
Sent: Thursday, October 24, 2013 5:03 PM
To: [email protected]
Subject: Re: Equivalent to Maya's Wrap Deformer...

sorry to tease... start by trying the 'deform by hull' compound.

On Thu, Oct 24, 2013 at 1:56 PM, Sergio Mucino 
<[email protected]<mailto:[email protected]>> wrote:
I'm not sure exactly what you're talking about Steve... :-)
Sorry... Softimage noob in training here...

[cid:[email protected]]

On 24/10/2013 4:29 PM, Steven Caron wrote:
it is slow to bind, but useable after you freeze the weights.

i would look into an ICE solution, store the locations in modeling stack, 
create a deformer in animation, and freeze the modeling stack

On Thu, Oct 24, 2013 at 1:05 PM, Sergio Mucino 
<[email protected]<mailto:[email protected]>> wrote:
Okay. I can see why the Cage deformer is regarded as slow... daaaaaamnnn!
That's definitely not gonna work for us (plus, there's a weird offset coming 
from somewhere). I'm gonna have to cluster these meshes over to the mesh 
they're trying to follow... ugh...

[cid:[email protected]]

On 24/10/2013 3:45 PM, Sergio Mucino wrote:
My other problem is that in some parts, this mesh I'm trying to fit overlaps 
other meshes, so It needs to be deformer by more than one source mesh.

[cid:[email protected]]

On 24/10/2013 3:42 PM, Sergio Mucino wrote:
I have a mesh that I need to have deform by another. I cannot do a GATOR weight 
transfer because the source mesh is being driven by an ICE tree reading and 
setting point positions, not by weights. I was wondering what would be the best 
way to achieve this. I did a little bit of research, and it seems that the Cage 
Deformer is regarded as somewhat slow. Any other options? Can ICE do something 
similar? Thanks for any help!
--
[cid:[email protected]]


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