Just as a rule of thumb, I avoid expressions in Maya when I can for similar
reasons why I avoid scripted operators when I can in Softimage. They both
*seem* fast enough in a one-off situation, but when you use a bunch of them
on a rig, then the slowdown becomes apparent. Even if it costs me more work
initially, I strive for as high a frame-rate for the animator as I can in
any 3DCC package.

-=Eric


On Sun, Apr 20, 2014 at 6:57 PM, Siew Yi Liang <[email protected]> wrote:

>  Hi Eric:
>
> What kind of expressions are you dealing with that's causing slowdown in
> the scene? I've found that they actually evaluate pretty fast short of
> making a C++ plugin. If you're writing them as Python, it might be a bit of
> a bottleneck I've found.
>
> @ Sebastien: There's not really a list per se...but most of the useful
> ones related to rigging will be in the hypershade > Maya > utilities.
> There's some simple tricks here and there (such as using condition nodes to
> clamp values instead of the actual clamp node for certain inputs) that you
> should be aware of, but unfortunately the reality is that you'll have to
> get used to either making your own nodes or living with the smaller variety
> of utility nodes OOTB.
>
> Yours sincerely,
> Siew Yi Liang
>
> On 4/20/2014 2:46 PM, Sebastien Sterling wrote:
>
>  Is there actually a comprehensive list of all the editable nodes ? the
> ones you might use for rigging ?
>
>
>
> On 20 April 2014 19:25, Ben Barker <[email protected]> wrote:
>
>> I remember chaining up multDoubleLinears once, so maybe it wasn't always
>> in there.
>>
>> Searching for maya help is like searching for ringtones or song lyrics.
>> The signal:noise ratio of google results is pretty bad. You usually end up
>> in the tall grass of CGtalk threads from 2007.
>>
>>
>> On Sun, Apr 20, 2014 at 1:53 PM, Eric Turman <[email protected]>wrote:
>>
>>> Brilliant! Thank you very much, I would not have thought of looking
>>> there. Now I can stop pouring over the internet looking for a solution and
>>> get back to work ;)
>>>
>>>  It is odd that this didn't come up in any Google searches.
>>>
>>>  Thanks again Ben :)
>>>
>>>  I'm so glad that this list is still alive.
>>>
>>>
>>> On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker <[email protected]>wrote:
>>>
>>>> multiplyDivide node can do power.
>>>>
>>>>
>>>> On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman <[email protected]>wrote:
>>>>
>>>>> I'm porting over some of my core rig components. when I hit a brick
>>>>> wall...
>>>>>
>>>>>  Maya having no exponent or power nodes?!?!
>>>>>
>>>>>  Sure I could roll my own in C++ if my C++ code-fu was strong enough
>>>>> or use one of the plugins that have already been compiled.
>>>>>
>>>>>  The problems are:
>>>>> 1) I can not require a client to figure out how to install a plugin in
>>>>> order for a rig to work
>>>>> 2) None of these plugins that I can find have been compiled for Maya
>>>>> 2015
>>>>>
>>>>>  Maya's expressions are too slow to evaluate. Does anyone have any
>>>>> suggestions of how I can get around this in the node editor without
>>>>> resorting to a plugin?
>>>>>
>>>>>  I swear, the "brilliant" mastermind behind EOLing Softimage deserves
>>>>> several sharp kicks in the yarbles >.<
>>>>>
>>>>>  -=Eric
>>>>>
>>>>>  --
>>>>>
>>>>>
>>>>>
>>>>>
>>>>> -=T=-
>>>>>
>>>>
>>>>
>>>
>>>
>>>   --
>>>
>>>
>>>
>>>
>>> -=T=-
>>>
>>
>>
>
>


-- 




-=T=-

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