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View Full Version : HELP!: Rigging with BIPED systems = 10x longer render times?!


Gremlin
02-24-2003, 02:47 AM
Hey guys,
Im using 3D Studio max 5.1 and while ive been doing 3D for maybe 18 months now, I havent ever really done any rigs in max (a few, like 1 or 2 in maya....) and I tried using a Biped rig, but here comes the problem.

PROBLEM: After I applied my biped rig, and moved some of the biped parts (put my character in a pose) and tried rendering, it took 10x longer (1min render time to 10minute!!)

and all throughout this long 10 min render, it said "translating verticies" which led me to believe, that this Biped system isnt actually driving the character, its just being used as a goal, for the geometry's verticies.... thus the calculating.

QUESTION: Am I doing something wrong? is there a step I skipped, or are there more steps I need to go through in order to complete the rig? Should rending with a biped system take much much longer, and if I cant avoid the 10 fold increase in render time, do max bones increase render time as well??


Thanx guys!

Cheers!
:beer:

Dave Black
02-24-2003, 04:27 AM
Whoa whoa, wait a sec, partner...

We can't help you if you don't give us more info.

There are alot of things that can cause an increase in rendering.

Can you write-out what your mod stack looks like? Let's start from there. Character Studio does not usually do this, so we need to isolate the problem.

I'll be here.

-3DZ

:D

Gremlin
02-24-2003, 05:24 AM
Well, I didnt save it, this is a problem of the past, but now as im conceptualizing characters.... this problem is going to need to be resoloved, because im gonna want to animate some chars soon!

But from my memory, it would've went something like this...

- Physique
- MeshSmooth (0 iterations in persp, 2 iterations in render)
- EditPoly

Just a simple stack... Im some what of a newbie to max, plus it was a basic cartoony character.

Was it the meshSmooth causing problems? should it have been EditPoly, Physique THEN meshSmooth? :curious:
thanx for anyhelp!

Cheers!
:beer:

Bluplet
02-24-2003, 06:53 AM
Bung the physique modifier under meshsmooth.

What's happening is that physique is calculating deformations on a rather high-poly character at rendertime, as opposed to the low-poly one it's meant to be messing around with. So that's why your rendertimes have gone through the roof.

Mahlon
02-24-2003, 06:55 AM
Yes, you want your meshsmooth on top of the stack. Otherwise you're dealing with ALL of those vertexes.

Mahlon

Dave Black
02-24-2003, 07:10 AM
Yup. That's your problem. Simple mistake. Thankfully, it's a simple fix. Ahhhhhh...simple fix gooooood...

Best of luck with your next character. I hope you will share it with us when you're done.

-3DZ

:D

Gremlin
02-25-2003, 04:24 AM
thanx guys.... in retrospect, it seems pretty basic. Since that was so easy, I might go ahead and start the modeling of one of conceptualized characters. :D

LOL, calculating a 2 iteration meshSmooth.... thats Crazzzzy!

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