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Your tips and tricks for faster rigs? (5 posts)

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  1. leffler

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    Posted 8 years ago
    #

    Hey!

    Thought it would be cool if we could share some stuffs to increase speeds on rigs. What are you best ways?

    Some things I think about

    # Allways add and animate with low-resolution parented geometry and not smooth bound mesh
    # Use direct connections and not constrains if possible
    # Don´t use expression if not absoutly neccessary
    # Use Set Driven Keys instead of going crazy with lots of connections if possible

    So, all your nifty secrets ... spit 'em out!

    (and of course, feel free to correct my tricks if you feel its needed)

    /Otto

  2. Javier "Goosh" Solsona (admin)

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    Posted 8 years ago
    #

    Are set driven keys faster than connections?
    I guess it would depend on the number of connections

    Who wants to do a test?

    But yeah, I agree with the list. segmented geo makes a huge difference and I don't like expressions.

    Another one is. Don't put fancy stuff on the rig that is not needed. Might look good on a rigging demo, but might be useless for animators. Keep the rigs simple and functional

  3. leffler

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    Posted 8 years ago
    #

    Using a simple SDK rather than doing some crazy network with lots of nodes and connections was what I meant Sometimes when I think I´m being clever and doing some crazy things, after a while I just go "Weeeell this could have been done with one or twos SDKs"

    On other things I came to think about

    # If using Nurbs, have them on "fast interaction"

    How about Wrap-deformers? I like there functionality but they are waaay slow. Any tricks to make them work faster?

  4. theflash

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    Posted 8 years ago
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    For wrap deformers. I generally remove all the extra geometry that is not going to drive anything. For example, in a squash and stretch rig to keep the eyeballs inside the socket fit perfectly, I use only two low resolution spheres instead of the whole head geometry as a wrap deform driver.

  5. sim.On

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    Posted 8 years ago
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    in many cases , i use expressions before I start to build up a node-network in my rigs . that is very fast to try out and for trial and error - once it works , i try to build up the shortest and easiest node-network - which then is faster , and i have a clean expression-editor .

    many people are using "hyperRealMeshParent.mel" from eric miller , in order to create onTop face_Clusters or softMods ... it is cool , but it "extremely" slows down your rigs - so i would suggest to try some non-linear-joint-animation on the face instead , in order to make the rigs faster . combine them with corrective-shapes and if you then still want to use clusters ontop , you can parentConstraint them onto the face_joints - rather than "rivet" them and additionally decompose their matrices ...

    ----------
    parent vs. parentConstraints

    - parenting everything will be the fastest , but also in some cases lead to shearing-effects , on the other side - you will end up in a vast hierachy , which is difficult to read and might become very confusing . e.g. if you parent your IKs below your controls instead of pointConstraint them .

    - well . i personally prefer , to have everything cleaned up in the outliner - groups for Controls , geometry , deformationSkeleton , and a donttouch-group , and "just have controls" inside my "CONTROLS_GROUP" ( i "lock and hide" all my TRS on the *_nullGroups , below my controls , to prevent the animators to accidently hit the "UP" or "DOWN" arrow-key and accidently set keys . and i also just select the "CONTROLS" group - which i then add to my control_curve-layer . also , i like the idea , when I "select -hierarchy CONROL_GROUP;" , and then set a key ... every attribute in my rig , will be set - i think that is much more straightforward , than creating "character-sets".

    so i always create a CLONE_hierarchy with empty_groups and parentConstraint one "CLONE_GROUP" for each control ... well this , slows down the rig a bit , but if everything else ( e.g. squash and stretch ) is done proper - this is not really to mention , as it is just a few parentConstraints compared to many nodes in a node-network , but it leads to much better structured_scene-hierarchy , and later it will be much more easy to add functions to rig or do changes - or work in a team , with other technical directors .

    ----------------------------------
    i try to "not use wrap-deformers" wherever possible , but instead i smoothbind some lowres-geomtry , and copy the weights over to the highres-version of my mesh , on the one side to have a faster-rig on the screen , on the other side - this will lead to a very clean smoothSkin and the skinning can be created much faster and it is more easy to change and tweak and tune the weights , rather than "just" having a highres-version of a character . also , it later helps a lot to create corrective-shapes ( 1.create correctiveshapes for the lowres-version .. 2. temporarily wrap the low to the high mesh - and you will have some very accurate rough-highres-corrective-shapes without having to sculpt vast amounts of vertecies ) .

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