[Bf-funboard] armature speed still needs a tool'n

Paul Lunneberg bf-funboard@blender.org
Sat, 25 Oct 2003 15:41:38 -0500


This is a known issue.  I know I have posted about it several times before
as have others.  I forget if it was Ton or someone else who responded saying
it has something to do with the game side of blender as well.  But right now
armatures positions/rotations are calculated every frame instead of just
when they need to be.  You could have twelve characters not moving with full
armature skeletons and it will still slow down the system.  I know, I've got
a pretty hefty system and it makes it almost unworkable at times.  I've
resorted to changing the number of solution iterations each IK constraint
uses as well as putting objects and their armatures on different layers so I
can hide them when I'm not needing them.  If this could be fixed in the next
couple releases I know it would speed up my work and make it a much more
pleasurable experience to animated multiple characters.
Paul

----- Original Message ----- 
From: "Alexander Ewering" <blender@instinctive.de>
To: <bf-funboard@blender.org>
Sent: Saturday, October 25, 2003 3:18 PM
Subject: Re: [Bf-funboard] armature speed still needs a tool'n


>
> On Sat, 25 Oct 2003, car wrote:
>
> > The slow speed just simply kills any work I can do when I try to add
> > more than ten bones. Add another rig and it just crawls to a halt.
>
> Depends on a lot of factors, of course... Subsurf level, IK settings,
> distance of the IK target, etc...
>
> > It is not just my computer though. As I have tested blender on some
> > G4's and might get to test on a G5 with plenty of ram. It does the same
> > thing the moving and what not just crawls .
>
> I didn't compare the armature system to other 3d packages, are they a lot
> faster?
>
> > It is very unreliable as it just skips frames when previewing the
> > animation. But I find when I render it renders a movie far to quick or
> > far to slow.
>
> Uhm... you can turn frameskip off in the Anim buttons (Sync)...
>
> You seem to have done that, because you are saying that your movie
> is "far to quick or far to slow". But that's a user problem, not a
> Blender problem... you have to be able to imagine real time while
> previewing your animation. What should the coders do about that?
>
>
> | alexander ewering               instinctive new media
> | ae[@]instinctive[.]de   http://www[.]instinctive[.]de
> | null-zwo-drei-neun-drei-zwo-zwo-null-fuenf-fuenf-acht
>
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