setting keys on parent nulls (then slow feedback) 2004-03-06 - By kim aldis
Back yeah, but quicker.
> -- --Original Message-- -- > From: owner-xsi@(protected) > [mailto:owner-xsi@(protected)] On Behalf Of + > Sent: 06 March 2004 19:51 > To: XSI@(protected) > Subject: Re: setting keys on parent nulls (then slow feedback) > > 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 > > > > > > > > --- > Unsubscribe? Mail Majordomo@(protected) with the following > text in body: > unsubscribe xsi > > >
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