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 >