Noob question about deletion of blendShapes. +
Hi People.
A simple question about blendshapes. When rigging a character I have always been advised to delete my blendShape targets before animating the character. It obviously speeds up deformation. I've also been told to keep a copy of my targets if i wanted to modify them later. The question: Can you reimport your target shapes back into your scene, after they have been exported and deleted, and somehow have the blendShapeNode reconnect to them? Or is it simply a matter of deleting the relevant targets from the blendShapeNode and recreating them with the reimported targets all over?? Or is there another way to go about this? Sorry for the really basic question. I should know this allready. Thanks, Nenox. ps. If someone could clarify how and why people run certain constraints through color/shaderNodes or point to a www..; I would be very happy :bgreen: |
I've never deleted my target objects... just hid them. Afterall, if any change to the blend shape needs to be done, I can just edit the offensive target and it automatically updates.
If you want to remove the blend shapes, you can do so in the Blend Shape aniamtion editor window. |
Hi and thanks for your answer.
No, I don't want to remove the shapes as such. But removing the target geometry can in my experience speed up things quite a bit. A recently made a little comparison test, with about 12 targets. Hiding the targets gave me a few extra fps. while deleting them made playback jump from 20 fps to 32 fps. Anyway, I would stilll like to hear other answers to my question? ;) Nenox |
blend shapes
deleting the target shapes does really matters speed.
-thanx prashant |
Not advisable to delete!
You will have many probs re-blending the face after rigging and anination, target will take on a mind of it's own and create for itself new and exciting ways to piss you off. Has to do with the original positioning at the time of blending. |
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