setting keys on parent nulls (then slow feedback) 2004-03-06 - By +
Back you mean like: "knock knock little 1-poly grid, are you visible or not?" > grid1: "no no i'm invisible, sweety" > xsi: "okidoki, let's go to the next one, lalalla", "knock knock little 1-poly grid, are you visible or not?" > grid2: "no no i'm invisible too, sweety" > xsi: "hmm, ok, thanks for letting me know. i'm on my way to the 3rd grid, lalilala"...
kim aldis wrote:
> > > > >>-- --Original Message-- -- >>From: owner-xsi@(protected) >>[mailto:owner-xsi@(protected)] On Behalf Of + >>Sent: 06 March 2004 18:59 >>To: XSI@(protected) >>Subject: Re: setting keys on parent nulls (then slow feedback) >> >>no of course i'm not animating a null containing the 10'000 objects... >> >> > >It's beeb known. ;-) > >No, they shouldn't update at all if they're not visible; xsi does a lazy >evaluation, only updating those that need it. My guess is it still has to >loop through them all even if it's only to figure out if they're visible or >not. If it were me, though, I'd still do a merge, even if you're not >animating them all. > > > >>most of them are textured 1-poly grids. - but do they affect >>the feedback if they're hidden in the scene? shouldn't be... >>i could try to merge them all though. at least the ones that >>are really fix and not animated by expressions. >> >>i just work with those 4 grids (there are some more to >>animate too but hidden for now) with hidden lattice and >>hidden implicits (only unhidden in the user viewport so i can >>animate them. but when previewing i toggle only the >>cam-viewport on. still when i set key on the parent daddy >>nulls it gets very slow and i didnt even branchselect them to >>key it. well, hmm, i'm now doing it directly on the grids and >>implicits... >> >>thx >>+ mato >> >> >>kim aldis wrote: >> >> >> >>>Are you 10,000 and odd objects also under the null? If so, you're >>>keying everything, in which case it's hardly surprising it's slow. >>> >>>One thing Xsi isn't good at handling is many objects in a scene and >>>10,000 is way up there at the top. If these objects aren't being >>>animated then try and find a way of merging them. 10,000 single poly >>>objects is way slower than 1 object with 10,000 polys. >>> >>> >>> >>> >>--- >>Unsubscribe? Mail Majordomo@(protected) with the following >>text in body: >>unsubscribe xsi >> >> >> >> >> > > > >--- >Unsubscribe? Mail Majordomo@(protected) with the following text in body: >unsubscribe xsi > > >
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