Very good point. And the plug-in play nature of an ICETree compound is incredibly attractive.
I'm always open to trying something new and different if time allows. If anyone can screenshot how they set up their ICE Tree Shape mixer that would be awesome. I think my knowledge about optimising ICETree's is quite lacking On Wed, Apr 24, 2013 at 11:10 AM, Raffaele Fragapane < raffsxsil...@googlemail.com> wrote: > You might very well be doing everything right. If there's anything I would > go for ICE shapes over anything else for, it's not raw speed (which on low > density meshes with many simple shapes and 1:1 controls make bugger all > difference), it's because you can usually, considerably, reduce the number > of shapes, often by a factor of 2 or more. > > Combinatorial systems go from a major pain to set up and a delicate thing, > to being wired on the fly with just a couple reference meshes as templates > and very quick wiring in and out. > > It's far from a given that, in a 1:1 scenario, ICE will zip past the mixer > in performance. It much depends on context, rig and geo. > > > On Wed, Apr 24, 2013 at 1:05 PM, Enrique Caballero < > enriquecaball...@gmail.com> wrote: > >> Yep that is definitely a huge plus. But writing a script to recreate a >> mixer wouldn't be that painful. >> >> I work for a very small shop. We concentrate on doing quality work on low >> budgets. >> >> So I am always trying to squeeze every last FPS out of our rigs, as I >> strongly believe that a fast rig has a very large effect on company moral, >> and production costs. >> >> So when I did my ice tests for our face rigs, i lost about 3 frames per >> second in the end. >> >> I know it doesnt sound like a lot. But fight tooth and nail for every fps >> so losing 3 hurts :P >> >> i bet im just making the ice trees incorrectly though, there might be >> something im missing >> >> >> On Wed, Apr 24, 2013 at 10:47 AM, Simon Anderson < >> simonbenandersonl...@gmail.com> wrote: >> >>> The nice thing about ICE is its also easy to setup and apply repatativly >>> as you just copy and paste your ICE setup. We used the ICE blendshapes on >>> both Zambezia and Khumba. >>> >>> >>> On Wed, Apr 24, 2013 at 12:11 PM, Enrique Caballero < >>> enriquecaball...@gmail.com> wrote: >>> >>>> Hey guys, could I ask you to show an Ice tree of your ICE Shape Mixer. >>>> >>>> I've done extensive testing with using ICE for shapes. Basically I >>>> just added all of the vectors together and drove them by the kinematics of >>>> the controls. I also did my best to make sure that it didnt calculate >>>> certain things twice. >>>> >>>> I tested it against a face rig that we use here that uses a normal >>>> mixer. And when all 180 shapes got reconnected. The Old School Mixer was >>>> faster. >>>> >>>> I ran 3 seperate tests and in the end the Old Mixer was faster than >>>> doing it with ice. >>>> >>>> I am very open minded and I may have done this incorrectly. can anyone >>>> offer suggestions or show me a tree of one of theirs? >>>> >>>> >>>> >>>> >>>> On Wed, Apr 24, 2013 at 8:24 AM, Guillaume Laforge < >>>> guillaume.laforge...@gmail.com> wrote: >>>> >>>>> Getting Kinematics Data is not slow. Setting Kinematics Data IS slow >>>>> :). >>>>> >>>>> >>>>> On Tue, Apr 23, 2013 at 4:50 PM, 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 >>>>>>> >>>>>> >>>>>> >>>>> >>>> >>> >>> >>> -- >>> ------------------- >>> Simon Ben Anderson >>> blog: http://vinyldevelopment.wordpress.com/ >>> >> >> > > > -- > Our users will know fear and cower before our software! Ship it! Ship it > and let them flee like the dogs they are! >