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2019, 2018, 2017, 2016, 2015, 2014, 2013, 2012, 2011, 2010, 9.x, 2009, 2008
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History
Created: | 12/20/2009 |
Last Modified: | 12/10/2022 |
File Size: | 132 KB |
Bugs (53 reported) Help make this item even better. Your bug reports are appreciated!
Click here to report a bugBugs
Single Hierarchy and Cycle Warnings
Status | pending |
---|---|
Priority | high |
Date | 07/22/2011 |
Submitted by | josh b |
And, I get a bunch of cycle warnings when building the rig, or when loading a file with a rapid rig. Also likley causing perfomance issues.
Comments on this bug:
-
Dustin Nelson said over 13 years ago:
Hi Josh, Can you give me some more information on how the single hierarchy isn't working? When you say the rig is too slow, the rig will actually be slower with the single hierarchy, because it is added on to the existing hierarchy. The reason for this is because the single hierarchy was added as a feature for use in game engines. So it is attached to the existing joints using constraints. The original joints use a series of connections and nodes to drive them, which makes baking the animation for export to an engine difficult. So the single hierarchy is attached to the existing joints using constraints only. As far as the cycles go, this is a known issue, it's just a warning that doesn't actually impact the rig. Maya is just warning you that there could be a problem. If you want, you can type in the following command to disable the cycle check: cycleCheck -e off But I am pretty sure the only time you see the cycle warning is when you first load a scene, so unless you are seeing more warnings, this shouldn't be slowing you down. I am not sure why the rig is really slow for you... do you have an older computer or a really complex model? Is it possible you have a lot of construction history on your model? Dustin -
josh b said over 13 years ago:
Hi Dustin, Thanks for your reply. I was assuming that the single hierarchy mode would directly parent the various rig sections to each other, instead of everything being constrained to its respective parent. Parenting provides better performance compared to constraining, and there are many ways of organizing a rig without the need for so many constraints (irrespective of autorig settings). I haven't tested out your rig with a model yet. I was testing the speed of just the raw rig. Compared to other raw autorig results, this rig is several times slower. But not any slower than advancedSkeleton or TSM (which are both quite slow IMO). With a bit of optimization, this script could be a really solid auto-rigger. -
Dustin Nelson said over 13 years ago:
I agree with you that direct parenting is faster than constraints. However, if the single hierarchy joints were parented to the parts of the rig, rather that constrained, then the joints would no longer be in a single hierarchy. The joints can only have one parent, which needs to be another joint for a single hierarchy to work. So the only way to connect these joints to the rig is either constraints, connections or nodes. Direct connections and node connections are much more difficult to bake an animation to than constraints. The reason the original set of joints is broken up is because of shearing that occurs when joints scale. A lot of rigs use only translation values to stretch an arm, for example. This works ok... but isn't true stretching, whereas my rig actually scales the joints, which in turn causes more accurate deformation with the geometry. Another problem which is common in single hierarchy rigs is with the spine. When all the spine joints are parented together, stretching causes the joints further up the hierarchy to scale too much where they overshoot their controller. I know there are other rigs that are faster, and others that are slower. As a rig becomes more complex, it obviously gets slower. I know my basic version is much faster than the advanced version, but it is far more limited in what it can do. I am sure there are places where I can look to optimize, but on the whole, I don't think my rig is so slow that is is prohibitive to use on an average machine. I appreciate the feedback, and I will look to see where I can do some optimizing without sacrificing features. -Dustin
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