I had written a massive post here about the character I’m rigging and how slow everything had gotten but turns out the thing that’s slowing things down is the 4 wire deformers I have for the brow and lip curves.When I deleted the systems for the wire deformers everything went to normal.Why is this happening?
Also I changed the input order but again no improvement made.
Does anyone have an idea about fixing this?
EDIT:is it possible to get slow performance when the wires are set on the actual mesh we want to deform but have no negative effect on performance when they are set in blendshape models?
EDIT2:found a way to speed things up.drop the wire deformers and make them influence objects.the reason I hadn’t done it that way was because I kept getting weird transformations as soon as I turned Use components on the influenced vertices shot upwards a long way out of the rest of the geometry.now I found a way to fix this.Incidentally the reason why that happened was the same with a usual problem with wire deformers.the reason why people couldn’t make the wires follow the joint transforms without the mesh getting messed up.All of the above happens because of a hidden BaseWire node that gets created eitherway(either using wire deformers or influence objects).That node starts out grey,basically non visible.In the case of wire deformers you can make it visible and there is a way which I’ve found to use it wisely and everything moves like it should but there is the performance issue.Using influence objects though that base wire node cannot be made visible the same way.you can delete it and after use components is turned on no vertices shoot upwards and everything is normal.Also the performance is significantly better.if anyone knows why wire deformers slow things down I’d really like to know since making the wires as influence objects means redoing the weights and all that work will have been in vain.
EDIT3:Scratch that…deleting the node disables the clusters somehow,even though it fixes the double transforms.