Given smoothing in ICE is always going to be fairly slow, I imagine if you wanted some performance out of it using the DQ skinning compound, or even just building up your own linear skinning, in ICE in the modelling stack and using local shapes and the native smooth for the mush would be by far the fastest option before taking on it with full fledged C++ custom nodes. Unless you're only using ICE to re-apply the shape and not doing any smoothing inside it, in which case you're probably on par.
On Mon, Sep 8, 2014 at 10:44 AM, Miquel Campos <miquel.cam...@gmail.com> wrote: > Oh! Woah! Thanks for sharing it Chris! :) > > And thnks Raffaele for the explanation. That is what i did with the 2 > nodes. > >