That's been my experience too. I tend to do everything I can with nodes. Sergio M.
Sent from my iPhone > On Apr 20, 2014, at 8:43 PM, Eric Turman <i.anima...@gmail.com> wrote: > > Just as a rule of thumb, I avoid expressions in Maya when I can for similar > reasons why I avoid scripted operators when I can in Softimage. They both > *seem* fast enough in a one-off situation, but when you use a bunch of them > on a rig, then the slowdown becomes apparent. Even if it costs me more work > initially, I strive for as high a frame-rate for the animator as I can in any > 3DCC package. > > -=Eric > > >> On Sun, Apr 20, 2014 at 6:57 PM, Siew Yi Liang <soni...@gmail.com> wrote: >> Hi Eric: >> >> What kind of expressions are you dealing with that's causing slowdown in the >> scene? I've found that they actually evaluate pretty fast short of making a >> C++ plugin. If you're writing them as Python, it might be a bit of a >> bottleneck I've found. >> >> @ Sebastien: There's not really a list per se...but most of the useful ones >> related to rigging will be in the hypershade > Maya > utilities. There's >> some simple tricks here and there (such as using condition nodes to clamp >> values instead of the actual clamp node for certain inputs) that you should >> be aware of, but unfortunately the reality is that you'll have to get used >> to either making your own nodes or living with the smaller variety of >> utility nodes OOTB. >> Yours sincerely, >> Siew Yi Liang >>> On 4/20/2014 2:46 PM, Sebastien Sterling wrote: >>> Is there actually a comprehensive list of all the editable nodes ? the ones >>> you might use for rigging ? >>> >>> >>> >>>> On 20 April 2014 19:25, Ben Barker <ben.bar...@gmail.com> wrote: >>>> I remember chaining up multDoubleLinears once, so maybe it wasn't always >>>> in there. >>>> >>>> Searching for maya help is like searching for ringtones or song lyrics. >>>> The signal:noise ratio of google results is pretty bad. You usually end up >>>> in the tall grass of CGtalk threads from 2007. >>>> >>>> >>>>> On Sun, Apr 20, 2014 at 1:53 PM, Eric Turman <i.anima...@gmail.com> wrote: >>>>> Brilliant! Thank you very much, I would not have thought of looking >>>>> there. Now I can stop pouring over the internet looking for a solution >>>>> and get back to work ;) >>>>> >>>>> It is odd that this didn't come up in any Google searches. >>>>> >>>>> Thanks again Ben :) >>>>> >>>>> I'm so glad that this list is still alive. >>>>> >>>>> >>>>>> On Sun, Apr 20, 2014 at 12:44 PM, Ben Barker <ben.bar...@gmail.com> >>>>>> wrote: >>>>>> multiplyDivide node can do power. >>>>>> >>>>>> >>>>>>> On Sun, Apr 20, 2014 at 1:13 PM, Eric Turman <i.anima...@gmail.com> >>>>>>> wrote: >>>>>>> I'm porting over some of my core rig components. when I hit a brick >>>>>>> wall... >>>>>>> >>>>>>> Maya having no exponent or power nodes?!?! >>>>>>> >>>>>>> Sure I could roll my own in C++ if my C++ code-fu was strong enough or >>>>>>> use one of the plugins that have already been compiled. >>>>>>> >>>>>>> The problems are: >>>>>>> 1) I can not require a client to figure out how to install a plugin in >>>>>>> order for a rig to work >>>>>>> 2) None of these plugins that I can find have been compiled for Maya >>>>>>> 2015 >>>>>>> >>>>>>> Maya's expressions are too slow to evaluate. Does anyone have any >>>>>>> suggestions of how I can get around this in the node editor without >>>>>>> resorting to a plugin? >>>>>>> >>>>>>> I swear, the "brilliant" mastermind behind EOLing Softimage deserves >>>>>>> several sharp kicks in the yarbles >.< >>>>>>> >>>>>>> -=Eric >>>>>>> >>>>>>> -- >>>>>>> >>>>>>> >>>>>>> >>>>>>> >>>>>>> -=T=- >>>>> >>>>> >>>>> >>>>> -- >>>>> >>>>> >>>>> >>>>> >>>>> -=T=- > > > > -- > > > > > -=T=-