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=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
>>>
>>>
>>>
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>>
>>
>>
>> --
>> www.matinai.com
>>
>>
>>
>>
>>
>
>

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