interaction lag
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
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
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
... 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
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
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
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
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
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
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 -- *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 http://www.ESC58.de _ -- www.matinai.com http://www.matinai.com
Re: interaction lag
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