Re: interaction lag

2013-09-13 Thread julien carmagnac
Ok Thanks for you return Nel,

I suggest you to put many "Instance Shape" than curve and use a build array
node to get all.

In any case I'm glad to not be the only one with this problem (sorry ;) ).
If anyone here seen this problem and is on the beta, maybe he can report it
to Autodesk?

Friendly.


2013/9/13 Gerbrand Nel 

>  I do have groups of curves defining a vector field on the mesh, so it
> might be that :)
> G
>
> On 2013/09/13 01:47 PM, julien carmagnac wrote:
>
>   Hello list,
>
>  And do you know what is going wrong in your ICE (If you think that's an
> anormal behavior) ?
>
>  I already have interaction lag with ICE tree and I find that's due to the
> use of group in ICE Tree.
>  I've post this on si-community
> http://www.si-community.com/community/viewtopic.php?f=15&t=3009&hilit=+group+ICE+lag
> Just curious to know if your problem is similar.
>
>  Thanks.
>
>
> 2013/9/13 Gerbrand Nel 
>
>>  Yup. it was my ICE trees
>> Thanks guys
>> G
>>
>> On 2013/09/13 12:22 PM, olivier jeannel wrote:
>>
>> I had massive slowdown with getting 150 Matrices in a hierarchy because
>> of 4 unfrozen Center operators in the modeling stack. :/
>>
>>
>> Le 13/09/2013 11:47, pete...@skynet.be a écrit :
>>
>>  hiding the particles and strands is not going to simulate them but that
>> doesn’t mean the ICE tree is totally inactive.
>> such a lag on every single interaction with a geometry sounds *exactly*
>> like what I’d expect from a hidden ICE tree.
>> it’s traversing the tree to see if everything’s hooked up properly (the
>> lag) and then does nothing with it (fast interaction) – which is not ideal.
>>
>> try to break the link with the mesh in the ICE tree by pointing to some
>> other geo that you’re doing nothing with – I’d bet the lag is gone.
>>
>> in more complex trees I try to make it easy to switch the input geometry
>> – such as avoiding several getters pointing to the same geometry, and
>> putting a passthrough between the getter and the rest of the tree. Or use a
>> group as input (if possible) and remove/add the mesh from the group as
>> needed – without having to go in the ICE tree.
>>
>>   *From:* Gerbrand Nel 
>> *Sent:* Friday, September 13, 2013 10:55 AM
>> *To:* softimage@listproc.autodesk.com
>> *Subject:* Re: interaction lag
>>
>>  It happens on all views, shaded and wireframe.
>> I'm emitting particles and strands on the mesh, but its all hidden.
>> I tried the merge into new scene, but I still have the lag.
>> This is 2013 btw.. I'll check 2014, but we cant move the project there
>> for now :(
>> I was hoping there was a display setting I was missing.
>>
>> Thanks for the input guys
>> G
>> On 2013/09/13 10:34 AM, Matt Morris wrote:
>>
>> Are you referencing the mesh in ice at all? I've found that can cause
>> delays sometimes.
>>
>>
>> On 13 September 2013 09:15, wavo  wrote:
>>
>>>  Noo!  (...only if it has  a lot of polygons),
>>>
>>> do you use linked shapeanimation or is it subdivided, is the delay  in
>>> camera-view or in every view?!
>>>
>>> Did you merge it in a new Scene?!
>>> Wireframe or shaded, heavy geo?!
>>>
>>> W
>>>
>>>
>>> Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:
>>>
>>> Hey list
>>> I have this irritating problem, and I was hoping you guys knew what
>>> might cause it, and how to fix it.
>>> I've rigged this character, and the interaction is a bit weird.
>>> When I navigate around the geometry, everything is real time.
>>> When I select a part of the rig and start transforming, there is a few
>>> seconds of "dead softimage" and then it wakes up and works in real time
>>> again.
>>> This happens every time I start transforming on a new axis.
>>> Any ideas?
>>> Thanks people :)
>>> G
>>>
>>>
>>>
>>>  --
>>>
>>>
>>> *Walter Volbers*
>>> Senior Animator
>>>
>>> *FIFTYEIGHT* 3D
>>> Animation & Digital Effects GmbH
>>>
>>> Kontorhaus Osthafen
>>> Lindleystraße 12
>>> 60314 Frankfurt am Main
>>> Germany
>>>
>>> Telefon +49 (0) 69.48 000 55.50 <%2B49%20%280%29%2069.48%2%2055.50>
>>> Telefax +49 (0) 69.48 000 55.15 <%2B49%20%280%29%2069.48%2%2055.15>
>>>
>>> *mailto:w...@fiftyeight.com 
>>> http://www.fiftyeight.com
>>> *
>>>
>>> 
>>> ESC*58*
>>> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>>>
>>> *http://www.ESC58.de
>>> *
>>>
>>
>>
>>
>> --
>> www.matinai.com
>>
>>
>>
>>
>>
>
>


Re: interaction lag

2013-09-13 Thread Gerbrand Nel
I do have groups of curves defining a vector field on the mesh, so it 
might be that :)

G
On 2013/09/13 01:47 PM, julien carmagnac wrote:

Hello list,

And do you know what is going wrong in your ICE (If you think that's 
an anormal behavior) ?


I already have interaction lag with ICE tree and I find that's due to 
the use of group in ICE Tree.
I've post this on si-community 
http://www.si-community.com/community/viewtopic.php?f=15&t=3009&hilit=+group+ICE+lag

Just curious to know if your problem is similar.

Thanks.


2013/9/13 Gerbrand Nel mailto:nagv...@gmail.com>>

Yup. it was my ICE trees
Thanks guys
G

On 2013/09/13 12:22 PM, olivier jeannel wrote:

I had massive slowdown with getting 150 Matrices in a hierarchy
because of 4 unfrozen Center operators in the modeling stack. :/


Le 13/09/2013 11:47, pete...@skynet.be <mailto:pete...@skynet.be>
a écrit :

hiding the particles and strands is not going to simulate them
but that doesn’t mean the ICE tree is totally inactive.
such a lag on every single interaction with a geometry sounds
*exactly* like what I’d expect from a hidden ICE tree.
it’s traversing the tree to see if everything’s hooked up
properly (the lag) and then does nothing with it (fast
interaction) – which is not ideal.
try to break the link with the mesh in the ICE tree by pointing
to some other geo that you’re doing nothing with – I’d bet the
lag is gone.
in more complex trees I try to make it easy to switch the input
geometry – such as avoiding several getters pointing to the same
geometry, and putting a passthrough between the getter and the
rest of the tree. Or use a group as input (if possible) and
remove/add the mesh from the group as needed – without having to
go in the ICE tree.
*From:* Gerbrand Nel <mailto:nagv...@gmail.com>
*Sent:* Friday, September 13, 2013 10:55 AM
*To:* softimage@listproc.autodesk.com
<mailto:softimage@listproc.autodesk.com>
*Subject:* Re: interaction lag
It happens on all views, shaded and wireframe.
I'm emitting particles and strands on the mesh, but its all hidden.
I tried the merge into new scene, but I still have the lag.
This is 2013 btw.. I'll check 2014, but we cant move the project
there for now :(
I was hoping there was a display setting I was missing.

Thanks for the input guys
G
On 2013/09/13 10:34 AM, Matt Morris wrote:

Are you referencing the mesh in ice at all? I've found that can
cause delays sometimes.


On 13 September 2013 09:15, wavo mailto:w...@fiftyeight.com>> wrote:

Noo!  (...only if it has  a lot of polygons),

do you use linked shapeanimation or is it subdivided, is
the delay  in camera-view or in every view?!

Did you merge it in a new Scene?!
Wireframe or shaded, heavy geo?!

W


Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:

Hey list
I have this irritating problem, and I was hoping you guys
knew what might cause it, and how to fix it.
I've rigged this character, and the interaction is a bit
weird.
When I navigate around the geometry, everything is real time.
When I select a part of the rig and start transforming,
there is a few seconds of "dead softimage" and then it
wakes up and works in real time again.
This happens every time I start transforming on a new axis.
Any ideas?
Thanks people :)
G




-- 



*Walter Volbers*
Senior Animator

*FIFTYEIGHT* 3D
Animation & Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50

Telefax +49 (0) 69.48 000 55.15


_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de <http://www.ESC58.de>
_



-- 
www.matinai.com <http://www.matinai.com>











Re: interaction lag

2013-09-13 Thread julien carmagnac
Hello list,

And do you know what is going wrong in your ICE (If you think that's an
anormal behavior) ?

I already have interaction lag with ICE tree and I find that's due to the
use of group in ICE Tree.
I've post this on si-community
http://www.si-community.com/community/viewtopic.php?f=15&t=3009&hilit=+group+ICE+lag
Just curious to know if your problem is similar.

Thanks.


2013/9/13 Gerbrand Nel 

>  Yup. it was my ICE trees
> Thanks guys
> G
>
> On 2013/09/13 12:22 PM, olivier jeannel wrote:
>
> I had massive slowdown with getting 150 Matrices in a hierarchy because of
> 4 unfrozen Center operators in the modeling stack. :/
>
>
> Le 13/09/2013 11:47, pete...@skynet.be a écrit :
>
>  hiding the particles and strands is not going to simulate them but that
> doesn’t mean the ICE tree is totally inactive.
> such a lag on every single interaction with a geometry sounds *exactly*
> like what I’d expect from a hidden ICE tree.
> it’s traversing the tree to see if everything’s hooked up properly (the
> lag) and then does nothing with it (fast interaction) – which is not ideal.
>
> try to break the link with the mesh in the ICE tree by pointing to some
> other geo that you’re doing nothing with – I’d bet the lag is gone.
>
> in more complex trees I try to make it easy to switch the input geometry –
> such as avoiding several getters pointing to the same geometry, and putting
> a passthrough between the getter and the rest of the tree. Or use a group
> as input (if possible) and remove/add the mesh from the group as needed –
> without having to go in the ICE tree.
>
>   *From:* Gerbrand Nel 
> *Sent:* Friday, September 13, 2013 10:55 AM
> *To:* softimage@listproc.autodesk.com
> *Subject:* Re: interaction lag
>
>  It happens on all views, shaded and wireframe.
> I'm emitting particles and strands on the mesh, but its all hidden.
> I tried the merge into new scene, but I still have the lag.
> This is 2013 btw.. I'll check 2014, but we cant move the project there for
> now :(
> I was hoping there was a display setting I was missing.
>
> Thanks for the input guys
> G
> On 2013/09/13 10:34 AM, Matt Morris wrote:
>
> Are you referencing the mesh in ice at all? I've found that can cause
> delays sometimes.
>
>
> On 13 September 2013 09:15, wavo  wrote:
>
>>  Noo!  (...only if it has  a lot of polygons),
>>
>> do you use linked shapeanimation or is it subdivided, is the delay  in
>> camera-view or in every view?!
>>
>> Did you merge it in a new Scene?!
>> Wireframe or shaded, heavy geo?!
>>
>> W
>>
>>
>> Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:
>>
>> Hey list
>> I have this irritating problem, and I was hoping you guys knew what might
>> cause it, and how to fix it.
>> I've rigged this character, and the interaction is a bit weird.
>> When I navigate around the geometry, everything is real time.
>> When I select a part of the rig and start transforming, there is a few
>> seconds of "dead softimage" and then it wakes up and works in real time
>> again.
>> This happens every time I start transforming on a new axis.
>> Any ideas?
>> Thanks people :)
>> G
>>
>>
>>
>>  --
>>
>>
>> *Walter Volbers*
>> Senior Animator
>>
>> *FIFTYEIGHT* 3D
>> Animation & Digital Effects GmbH
>>
>> Kontorhaus Osthafen
>> Lindleystraße 12
>> 60314 Frankfurt am Main
>> Germany
>>
>> Telefon +49 (0) 69.48 000 55.50 <%2B49%20%280%29%2069.48%2%2055.50>
>> Telefax +49 (0) 69.48 000 55.15 <%2B49%20%280%29%2069.48%2%2055.15>
>>
>> *mailto:w...@fiftyeight.com 
>> http://www.fiftyeight.com
>> *
>>
>> 
>> ESC*58*
>> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>>
>> *http://www.ESC58.de
>> *
>>
>
>
>
> --
> www.matinai.com
>
>
>
>
>


Re: interaction lag

2013-09-13 Thread Gerbrand Nel

Yup. it was my ICE trees
Thanks guys
G
On 2013/09/13 12:22 PM, olivier jeannel wrote:
I had massive slowdown with getting 150 Matrices in a hierarchy 
because of 4 unfrozen Center operators in the modeling stack. :/



Le 13/09/2013 11:47, pete...@skynet.be a écrit :
hiding the particles and strands is not going to simulate them but 
that doesn’t mean the ICE tree is totally inactive.
such a lag on every single interaction with a geometry sounds 
*exactly* like what I’d expect from a hidden ICE tree.
it’s traversing the tree to see if everything’s hooked up properly 
(the lag) and then does nothing with it (fast interaction) – which is 
not ideal.
try to break the link with the mesh in the ICE tree by pointing to 
some other geo that you’re doing nothing with – I’d bet the lag is gone.
in more complex trees I try to make it easy to switch the input 
geometry – such as avoiding several getters pointing to the same 
geometry, and putting a passthrough between the getter and the rest 
of the tree. Or use a group as input (if possible) and remove/add the 
mesh from the group as needed – without having to go in the ICE tree.

*From:* Gerbrand Nel <mailto:nagv...@gmail.com>
*Sent:* Friday, September 13, 2013 10:55 AM
*To:* softimage@listproc.autodesk.com 
<mailto:softimage@listproc.autodesk.com>

*Subject:* Re: interaction lag
It happens on all views, shaded and wireframe.
I'm emitting particles and strands on the mesh, but its all hidden.
I tried the merge into new scene, but I still have the lag.
This is 2013 btw.. I'll check 2014, but we cant move the project 
there for now :(

I was hoping there was a display setting I was missing.

Thanks for the input guys
G
On 2013/09/13 10:34 AM, Matt Morris wrote:
Are you referencing the mesh in ice at all? I've found that can 
cause delays sometimes.



On 13 September 2013 09:15, wavo <mailto:w...@fiftyeight.com>> wrote:


Noo!  (...only if it has  a lot of polygons),

do you use linked shapeanimation or is it subdivided, is the
delay  in camera-view or in every view?!

Did you merge it in a new Scene?!
Wireframe or shaded, heavy geo?!

W


Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:

Hey list
I have this irritating problem, and I was hoping you guys knew
what might cause it, and how to fix it.
I've rigged this character, and the interaction is a bit weird.
When I navigate around the geometry, everything is real time.
When I select a part of the rig and start transforming, there
is a few seconds of "dead softimage" and then it wakes up and
works in real time again.
This happens every time I start transforming on a new axis.
Any ideas?
Thanks people :)
G




-- 



*Walter Volbers*
Senior Animator

*FIFTYEIGHT* 3D
Animation & Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50

Telefax +49 (0) 69.48 000 55.15


_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_



--
www.matinai.com <http://www.matinai.com>








Re: interaction lag

2013-09-13 Thread olivier jeannel
I had massive slowdown with getting 150 Matrices in a hierarchy because 
of 4 unfrozen Center operators in the modeling stack. :/



Le 13/09/2013 11:47, pete...@skynet.be a écrit :
hiding the particles and strands is not going to simulate them but 
that doesn’t mean the ICE tree is totally inactive.
such a lag on every single interaction with a geometry sounds 
*exactly* like what I’d expect from a hidden ICE tree.
it’s traversing the tree to see if everything’s hooked up properly 
(the lag) and then does nothing with it (fast interaction) – which is 
not ideal.
try to break the link with the mesh in the ICE tree by pointing to 
some other geo that you’re doing nothing with – I’d bet the lag is gone.
in more complex trees I try to make it easy to switch the input 
geometry – such as avoiding several getters pointing to the same 
geometry, and putting a passthrough between the getter and the rest of 
the tree. Or use a group as input (if possible) and remove/add the 
mesh from the group as needed – without having to go in the ICE tree.

*From:* Gerbrand Nel <mailto:nagv...@gmail.com>
*Sent:* Friday, September 13, 2013 10:55 AM
*To:* softimage@listproc.autodesk.com 
<mailto:softimage@listproc.autodesk.com>

*Subject:* Re: interaction lag
It happens on all views, shaded and wireframe.
I'm emitting particles and strands on the mesh, but its all hidden.
I tried the merge into new scene, but I still have the lag.
This is 2013 btw.. I'll check 2014, but we cant move the project there 
for now :(

I was hoping there was a display setting I was missing.

Thanks for the input guys
G
On 2013/09/13 10:34 AM, Matt Morris wrote:
Are you referencing the mesh in ice at all? I've found that can cause 
delays sometimes.



On 13 September 2013 09:15, wavo <mailto:w...@fiftyeight.com>> wrote:


Noo!  (...only if it has  a lot of polygons),

do you use linked shapeanimation or is it subdivided, is the
delay  in camera-view or in every view?!

Did you merge it in a new Scene?!
Wireframe or shaded, heavy geo?!

W


Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:

Hey list
I have this irritating problem, and I was hoping you guys knew
what might cause it, and how to fix it.
I've rigged this character, and the interaction is a bit weird.
When I navigate around the geometry, everything is real time.
When I select a part of the rig and start transforming, there is
a few seconds of "dead softimage" and then it wakes up and works
in real time again.
This happens every time I start transforming on a new axis.
Any ideas?
Thanks people :)
G




-- 



*Walter Volbers*
Senior Animator

*FIFTYEIGHT* 3D
Animation & Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50

Telefax +49 (0) 69.48 000 55.15


_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_



--
www.matinai.com <http://www.matinai.com>






Re: interaction lag

2013-09-13 Thread peter_b
hiding the particles and strands is not going to simulate them but that doesn’t 
mean the ICE tree is totally inactive.
such a lag on every single interaction with a geometry sounds *exactly* like 
what I’d expect from a hidden ICE tree.
it’s traversing the tree to see if everything’s hooked up properly (the lag) 
and then does nothing with it (fast interaction) – which is not ideal.

try to break the link with the mesh in the ICE tree by pointing to some other 
geo that you’re doing nothing with – I’d bet the lag is gone.

in more complex trees I try to make it easy to switch the input geometry – such 
as avoiding several getters pointing to the same geometry, and putting a 
passthrough between the getter and the rest of the tree. Or use a group as 
input (if possible) and remove/add the mesh from the group as needed – without 
having to go in the ICE tree.

From: Gerbrand Nel 
Sent: Friday, September 13, 2013 10:55 AM
To: softimage@listproc.autodesk.com 
Subject: Re: interaction lag

It happens on all views, shaded and wireframe.
I'm emitting particles and strands on the mesh, but its all hidden.
I tried the merge into new scene, but I still have the lag.
This is 2013 btw.. I'll check 2014, but we cant move the project there for now 
:(
I was hoping there was a display setting I was missing.

Thanks for the input guys
G
On 2013/09/13 10:34 AM, Matt Morris wrote:

  Are you referencing the mesh in ice at all? I've found that can cause delays 
sometimes.



  On 13 September 2013 09:15, wavo  wrote:

Noo!  (...only if it has  a lot of polygons),

do you use linked shapeanimation or is it subdivided, is the delay  in 
camera-view or in every view?!

Did you merge it in a new Scene?!
Wireframe or shaded, heavy geo?!

W


Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:

  Hey list 
  I have this irritating problem, and I was hoping you guys knew what might 
cause it, and how to fix it. 
  I've rigged this character, and the interaction is a bit weird. 
  When I navigate around the geometry, everything is real time. 
  When I select a part of the rig and start transforming, there is a few 
seconds of "dead softimage" and then it wakes up and works in real time again. 
  This happens every time I start transforming on a new axis. 
  Any ideas? 
  Thanks people :) 
  G 





-- 


Walter Volbers 
Senior Animator

FIFTYEIGHT 3D
Animation & Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
Telefax +49 (0) 69.48 000 55.15 

mailto:w...@fiftyeight.com
http://www.fiftyeight.com


 
ESC58 
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

http://www.ESC58.de 






  -- 
  www.matinai.com 



Re: interaction lag

2013-09-13 Thread Martin
Any broken links? I had some delays working with broken Synoptics. Nothing
like this though.

Martin


On Fri, Sep 13, 2013 at 6:10 PM, wavo  wrote:

>  ... in case that  the character has more than one deformer (e.g. shape
> envelope push etc. )
>  turn it of step by step to see where is the vault
> sorry, i would also delete the particlestuff only to expulse!
>
> but i guess you checked this already
>
> W
>
> Am 9/13/2013 10:55 AM, schrieb Gerbrand Nel:
>
> It happens on all views, shaded and wireframe.
> I'm emitting particles and strands on the mesh, but its all hidden.
> I tried the merge into new scene, but I still have the lag.
> This is 2013 btw.. I'll check 2014, but we cant move the project there for
> now :(
> I was hoping there was a display setting I was missing.
>
> Thanks for the input guys
> G
> On 2013/09/13 10:34 AM, Matt Morris wrote:
>
> Are you referencing the mesh in ice at all? I've found that can cause
> delays sometimes.
>
>
> On 13 September 2013 09:15, wavo  wrote:
>
>>  Noo!  (...only if it has  a lot of polygons),
>>
>> do you use linked shapeanimation or is it subdivided, is the delay  in
>> camera-view or in every view?!
>>
>> Did you merge it in a new Scene?!
>> Wireframe or shaded, heavy geo?!
>>
>> W
>>
>>
>> Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:
>>
>> Hey list
>> I have this irritating problem, and I was hoping you guys knew what might
>> cause it, and how to fix it.
>> I've rigged this character, and the interaction is a bit weird.
>> When I navigate around the geometry, everything is real time.
>> When I select a part of the rig and start transforming, there is a few
>> seconds of "dead softimage" and then it wakes up and works in real time
>> again.
>> This happens every time I start transforming on a new axis.
>> Any ideas?
>> Thanks people :)
>> G
>>
>>
>>
>>  --
>>
>>
>> *Walter Volbers*
>>  Senior Animator
>>
>> *FIFTYEIGHT* 3D
>> Animation & Digital Effects GmbH
>>
>> Kontorhaus Osthafen
>> Lindleystraße 12
>> 60314 Frankfurt am Main
>> Germany
>>
>> Telefon +49 (0) 69.48 000 55.50 <%2B49%20%280%29%2069.48%2%2055.50>
>> Telefax +49 (0) 69.48 000 55.15 <%2B49%20%280%29%2069.48%2%2055.15>
>>
>> *mailto:w...@fiftyeight.com 
>> http://www.fiftyeight.com
>> *
>>
>>  
>> ESC*58*
>> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>>
>> *http://www.ESC58.de
>> *
>>
>
>
>
>  --
> www.matinai.com
>
>
>
>
> --
>
>
> *Walter Volbers***
>  Senior Animator
>
> *FIFTYEIGHT*** 3D
> **Animation & Digital Effects GmbH
>
> Kontorhaus Osthafen
> Lindleystraße 12
> 60314 Frankfurt am Main
> Germany
>
> Telefon +49 (0) 69.48 000 55.50
> Telefax +49 (0) 69.48 000 55.15
>
> *mailto:w...@fiftyeight.com 
> http://www.fiftyeight.com
> *
>
>  
> ESC*58*
> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>
> *http://www.ESC58.de
> *
>  **
>


Re: interaction lag

2013-09-13 Thread wavo
... in case that  the character has more than one deformer (e.g. shape 
envelope push etc. )

 turn it of step by step to see where is the vault
sorry, i would also delete the particlestuff only to expulse!

but i guess you checked this already

W

Am 9/13/2013 10:55 AM, schrieb Gerbrand Nel:

It happens on all views, shaded and wireframe.
I'm emitting particles and strands on the mesh, but its all hidden.
I tried the merge into new scene, but I still have the lag.
This is 2013 btw.. I'll check 2014, but we cant move the project there 
for now :(

I was hoping there was a display setting I was missing.

Thanks for the input guys
G
On 2013/09/13 10:34 AM, Matt Morris wrote:
Are you referencing the mesh in ice at all? I've found that can cause 
delays sometimes.



On 13 September 2013 09:15, wavo > wrote:


Noo!  (...only if it has  a lot of polygons),

do you use linked shapeanimation or is it subdivided, is the
delay  in camera-view or in every view?!

Did you merge it in a new Scene?!
Wireframe or shaded, heavy geo?!

W


Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:

Hey list
I have this irritating problem, and I was hoping you guys knew
what might cause it, and how to fix it.
I've rigged this character, and the interaction is a bit weird.
When I navigate around the geometry, everything is real time.
When I select a part of the rig and start transforming, there is
a few seconds of "dead softimage" and then it wakes up and works
in real time again.
This happens every time I start transforming on a new axis.
Any ideas?
Thanks people :)
G




-- 



*Walter Volbers*
Senior Animator

*FIFTYEIGHT* 3D
Animation & Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50

Telefax +49 (0) 69.48 000 55.15


_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_




--
www.matinai.com 





--


*Walter Volbers*
Senior Animator

*FIFTYEIGHT*3D
Animation & Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
Telefax +49 (0) 69.48 000 55.15

_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_


Re: interaction lag

2013-09-13 Thread Gerbrand Nel

It happens on all views, shaded and wireframe.
I'm emitting particles and strands on the mesh, but its all hidden.
I tried the merge into new scene, but I still have the lag.
This is 2013 btw.. I'll check 2014, but we cant move the project there 
for now :(

I was hoping there was a display setting I was missing.

Thanks for the input guys
G
On 2013/09/13 10:34 AM, Matt Morris wrote:
Are you referencing the mesh in ice at all? I've found that can cause 
delays sometimes.



On 13 September 2013 09:15, wavo > wrote:


Noo!  (...only if it has  a lot of polygons),

do you use linked shapeanimation or is it subdivided, is the
delay  in camera-view or in every view?!

Did you merge it in a new Scene?!
Wireframe or shaded, heavy geo?!

W


Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:

Hey list
I have this irritating problem, and I was hoping you guys knew
what might cause it, and how to fix it.
I've rigged this character, and the interaction is a bit weird.
When I navigate around the geometry, everything is real time.
When I select a part of the rig and start transforming, there is
a few seconds of "dead softimage" and then it wakes up and works
in real time again.
This happens every time I start transforming on a new axis.
Any ideas?
Thanks people :)
G




-- 



*Walter Volbers*
Senior Animator

*FIFTYEIGHT* 3D
Animation & Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50

Telefax +49 (0) 69.48 000 55.15


_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_




--
www.matinai.com 




Re: interaction lag

2013-09-13 Thread Matt Morris
Are you referencing the mesh in ice at all? I've found that can cause
delays sometimes.


On 13 September 2013 09:15, wavo  wrote:

>  Noo!  (...only if it has  a lot of polygons),
>
> do you use linked shapeanimation or is it subdivided, is the delay  in
> camera-view or in every view?!
>
> Did you merge it in a new Scene?!
> Wireframe or shaded, heavy geo?!
>
> W
>
>
> Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:
>
> Hey list
> I have this irritating problem, and I was hoping you guys knew what might
> cause it, and how to fix it.
> I've rigged this character, and the interaction is a bit weird.
> When I navigate around the geometry, everything is real time.
> When I select a part of the rig and start transforming, there is a few
> seconds of "dead softimage" and then it wakes up and works in real time
> again.
> This happens every time I start transforming on a new axis.
> Any ideas?
> Thanks people :)
> G
>
>
>
> --
>
>
> *Walter Volbers***
>  Senior Animator
>
> *FIFTYEIGHT*** 3D
> **Animation & Digital Effects GmbH
>
> Kontorhaus Osthafen
> Lindleystraße 12
> 60314 Frankfurt am Main
> Germany
>
> Telefon +49 (0) 69.48 000 55.50
> Telefax +49 (0) 69.48 000 55.15
>
> *mailto:w...@fiftyeight.com 
> http://www.fiftyeight.com
> *
>
>  
> ESC*58*
> Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH
>
> *http://www.ESC58.de
> *
>  **
>



-- 
www.matinai.com


Re: interaction lag

2013-09-13 Thread wavo

Noo!  (...only if it has  a lot of polygons),

do you use linked shapeanimation or is it subdivided, is the delay  in 
camera-view or in every view?!


Did you merge it in a new Scene?!
Wireframe or shaded, heavy geo?!

W


Am 9/13/2013 9:53 AM, schrieb Gerbrand Nel:

Hey list
I have this irritating problem, and I was hoping you guys knew what 
might cause it, and how to fix it.

I've rigged this character, and the interaction is a bit weird.
When I navigate around the geometry, everything is real time.
When I select a part of the rig and start transforming, there is a few 
seconds of "dead softimage" and then it wakes up and works in real 
time again.

This happens every time I start transforming on a new axis.
Any ideas?
Thanks people :)
G




--


*Walter Volbers*
Senior Animator

*FIFTYEIGHT*3D
Animation & Digital Effects GmbH

Kontorhaus Osthafen
Lindleystraße 12
60314 Frankfurt am Main
Germany

Telefon +49 (0) 69.48 000 55.50
Telefax +49 (0) 69.48 000 55.15

_mailto:w...@fiftyeight.com
http://www.fiftyeight.com
_


ESC*58*
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

_http://www.ESC58.de
_