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=-

