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=15&t=3009&hilit=+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%20000%2055.50> >> Telefax +49 (0) 69.48 000 55.15 <%2B49%20%280%29%2069.48%20000%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 > > > > >