Going back to the Gear topic.
Xml shape export was planned to be part of the skin rebuild. I have most of
the code ready but never got time to implement it properly :( If anyone
feels like finishing the job I can share the code.


On 23 April 2013 14:06, Matt Morris <matt...@gmail.com> wrote:

> I tend to use a bunch of scene objects imported as a generic model, then
> load the ice tree onto the mesh which hooks up to the controllers. I did
> try a comparison test on a face rig a while back comparing playback speeds
> of traditional setup and ice setup and found I was getting better playback
> via the ice method, so haven't really investigated too much further. The
> characters I've rigged are much simpler than film level assets though, so
> ymmv.
>
>
> On 23 April 2013 21:50, Alan Fregtman <alan.fregt...@gmail.com> wrote:
>
>> On that note, how do most of you guys approach the ICE shape mixer...
>>
>> Do you directly use a controller's local transform to drive a shape, or
>> do you use a kind of "buffer" custom parameter set to which you hook up
>> controls via expressions?
>>
>> The reason I ask is because ICE trees seem to get rather slow when you
>> use GetDatas to get transformations from objects in the scene. I suspect it
>> may mistakenly dirty the dependency graph and force some things to run
>> twice.
>>
>>
>>
>>
>> On Tue, Apr 23, 2013 at 4:39 PM, Matt Morris <matt...@gmail.com> wrote:
>>
>>> You are using an ice shape mixer right? That should connect up on
>>> re-import or with common names on a fresh mesh.
>>>
>>>
>>>
>>>
>>> On 23 April 2013 19:50, Steven Caron <car...@gmail.com> wrote:
>>>
>>>> how are people doing shape animation with a gear rig? i need to be able
>>>> to have my shapes connect to a custom parameter set on every build/rebuild.
>>>>
>>>> s
>>>>
>>>
>>>
>>>
>>> --
>>> www.matinai.com
>>>
>>
>>
>
>
> --
> www.matinai.com
>

Reply via email to