View Full Version : Slow RIG--Suggestions for Speed?
05-30-2004, 05:20 PM
Slow RIG--Suggestions for Speed?
Just curious. Is there any way to go back in the Inputs Panel of a Model and edit something then go back out.
I added blendshapes to a model's head, then sewn it onto the body. I was hoping I could go back in the Inputs but I can't figure out how. It's REALLY slow, just thought there might be someway for me to speed it up.
I really look up to you guys!
05-30-2004, 08:36 PM
when working on heavy models, I have 3 rigs, each with different levels of detail...
1 - simple skeletal rig to block out and rifine full body anim
2 - simple skeleton with blendshapes and cloth/etc on it that I use the aniamtion from rig 1 on and add blendshape/cloth/etc anim to
3 - render rig with all anim copied over from rigs 1 and 2 to that is the slowest rig to work with, but I only render from it...
05-30-2004, 09:31 PM
I think anytime you gonna be working with Characters, it's imperative you have some kind of animation transfer tool so that you can transfer animation from rig to rig. Just as bentllama said, you definitely cant animate with your hi-res(deformers, influences, blends..etc) rig. If you not too familiar with mel, I'd suggest really getting into it or otherwise you can get a nice animTransfer tool from people who have theirs online.
05-31-2004, 01:54 AM
hey, I don't have much experience but intead of transfering animation another way would be to animate on a low res proxy of your hi res model or if your low res is still to high to animate with you could make low geo shapes to represent your character and parent them to the proper joints.
but for the blenshapes of the head, you could change your design so that you dont have sew your head to the body. (like add a "choker" or end your head under the collor of the shirt.
hope it helps a little.
05-31-2004, 07:29 AM
I think this method is cool if you're working in a small environment and on smaller projects. The advantages to seperate rigs, is cleaner faster scenes. Everything in one scene is quite hectic especially if you got cloth, muscles, skin solvers...etc. Also you want the animators to start animating on the low res, while you've got texture artists shading and texturing, lighting artists lighting and creature/character td's doing all the fancy deformation setups. All these things can happen simultaneously and then you just transfer the animation over once it's complete and woila! :)
Seperate rigs is the norm in most studios. It's really just smaller ones that dont do it. I guess it comes down to your needs, time and budget :thumbsup:
06-01-2004, 01:49 AM
The seperate rig scenario sounds like a good way out. I might go the full lengths of setting up 3 seperate rigs, but I think I could just stick with 2 for now. I don't have THAT much crazy stuff going on and the systems here are pretty powerful.
Thanks for the input!
06-01-2004, 05:17 AM
makes a lot of sense, thanks
01-18-2006, 09:00 AM
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