View Full Version : Soft Mods - performance hit
mlefevre 06-24-2009, 01:07 PM Does anyone use soft mods (Maya) as additional facial controls?
I find there's a significant performance hit if I use soft mods instead of clusters, but soft mods have the advantage of pre-existing fall-off, whereas with clusters you'll have to paint it yourself. (I realise you can smooth flood clusters, to get a similar effect but I'm just curious)
Is there any way to alleviate this slow down I'm getting?
(Pre-2009, i.e no soft selection)
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scroll-lock
06-24-2009, 01:48 PM
I have experienced the same performance hit when dealing with softmods. It's ok if they are less than 20 but for one project i needed a lot more, and it didn't worked.
CharleyBoy
06-25-2009, 07:50 PM
I tried to use them too, but it is very slow. That's why I used paint weighted clusters to achieve same result. I think the best is to use bones for this kind of setup.
I have a post where I explain my problem by using clusters setup and parenting
post: http://forums.cgsociety.org/showthread.php?f=54&t=779034
If someone have a solution.
And if somebody know if we can use Soft Mods without affecting performance, would be great to know how.
scroll-lock: You're lucky to use 20 soft mods before it slow down, after my second soft mod, it was too slow.
mlefevre
06-25-2009, 08:06 PM
scroll-lock: You're lucky to use 20 soft mods before it slow down, after my second soft mod, it was too slow.
Yea, after 5 or so it kicks in for me. The last one created thereafter is the fastest to manipulate, and each one previously created is progressively slower to manipulate.
Dragon
06-26-2009, 11:09 PM
Yeah, they're very slow. I only use them for modeling. If it's the radial falloff you like about them you can write a script that uses the percent command for automating weights for clusters. I've done this in the past to give default weights on a procedurally built facial rig... works like a charm. It's been a while since I looked at the command, but I believe it will give you a radius around a point along with a falloff type (Gaussian, linear... etc.). It even will weight an object based off a curve if you're looking for something a little more customized.
mlefevre
06-27-2009, 01:41 AM
Exactly what I'm looking for, thanks alot!
exhibitx
06-27-2009, 02:47 PM
The way i go about it is that using wrap deformer and blendshape combine with the softmod tool. The way softmod work is that if you have 2+ softmod on a single geometry, the third last one will be fastest the the first one you created will slow down.
Example. I duplicate my head and use the dup. to deform the original using wrap deformer. Then i Duplicate the duplilcate to created blendshap. Turn the blendshape node to one and add the softmod on the blendshapes. I only add two softmod per blendshape. That way you don;t have to paint weight on clusters. That's my workflow, i know its not the best but it worked for me.
As for controlling the softmod on the original head. I use the rivet script to lock my controller onto the geometry where i want the softmod to deform. Delete the aim constraint , zero out the rivet and orient constraint the head joint to the rivet. Then i parent a controller to the rivet and direct connect, translate, rotate and scale of the contrller to the softmod tool. Make sure the softmod relativity is checked. Now i have a controlling following the face with fast softmod deformation and avoid cycle check.
Sorry about my half ass explaination, i'm not good at typing explaining things.
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