interaction lag

2013-09-13 Thread 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


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 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 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

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 w...@fiftyeight.com 
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
tel:%2B49%20%280%29%2069.48%2%2055.50
Telefax +49 (0) 69.48 000 55.15
tel:%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 http://www.matinai.com




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 w...@fiftyeight.com 
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
tel:%2B49%20%280%29%2069.48%2%2055.50
Telefax +49 (0) 69.48 000 55.15
tel:%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 http://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 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 w...@fiftyeight.com 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 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 %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 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 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 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 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


 
ESC58 
Eine Kooperation der escape GmbH und der FIFTYEIGHT3D GmbH

http://www.ESC58.de 






  -- 
  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 w...@fiftyeight.com 
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
tel:%2B49%20%280%29%2069.48%2%2055.50
Telefax +49 (0) 69.48 000 55.15
tel:%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 http://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 w...@fiftyeight.com 
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
tel:%2B49%20%280%29%2069.48%2%2055.50
Telefax +49 (0) 69.48 000 55.15
tel:%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 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=15t=3009hilit=+group+ICE+lag
Just curious to know if your problem is similar.

Thanks.


2013/9/13 Gerbrand Nel 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 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 nagv...@gmail.com
 *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 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 %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 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=15t=3009hilit=+group+ICE+lag

Just curious to know if your problem is similar.

Thanks.


2013/9/13 Gerbrand Nel nagv...@gmail.com 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 w...@fiftyeight.com
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




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Animation  Digital Effects GmbH

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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 nagv...@gmail.com

  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=15t=3009hilit=+group+ICE+lag
 Just curious to know if your problem is similar.

  Thanks.


 2013/9/13 Gerbrand Nel 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 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 nagv...@gmail.com
 *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 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 %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 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