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"Rapid Rig: Modular" - Procedural Auto Rig 2.4.8 for Maya (maya script)

"Rapid Rig: Modular" frees you from the confines of bipedal autorigs! So get creative!

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  • 2019, 2018, 2017, 2016, 2015, 2014

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Created:10/02/2013
Last Modified:03/25/2023
File Size: 323 KB

Q/A

Low FPS?

Date:12/31/2014
Submitted by: birnsj birnsj
Been using RRM for a oouple of weeks now on a new project, but have only recenetly started but animation onto them. During playback I consistently have low FPS during playback in maya and max out at about 17 to 18 fps. After doing some searching around, one big suggesion is in Viewport 2.0 to use "Vertex Animation Cache", after playing the scene once of twice I can get a solid 30 fps, but as soon as I change keys or update anything I lose the cache and have to play it again all the way through, which while working is rough to stop and wait. 

The issue seems to be independent of Maya version or viewport rendering, but with Viewport 2.0 I can generate a cache to gain speed for the moment. The problem is further exasperated by having three characters with a RRM rig in a scene and I'll then get around 8 fps. I fully tested the issue in Maya 2014 and 2015 with extension 1 and sp5. I tested on a older mac laptop and had same results with the low fps. Are the rigs just too heavy to get a full 30 fps with caching? I've already contacted Dustion about it, but wanted to see if anyone else had the issue as well. thanks for any and all feedback. 

 

Replies to this question:

  • Replyindent
    J Adam Burke

    J Adam Burke said almost 10 years ago:

    I also have been using RRM for a few weeks and have noticed the same. The rig itself is a little heavy performance-wise. The un-skinned rig itself without any geometry visible evaluates at around 12fps (legacy viewport) I used the new Profiler to see what was going on and it looks like the trouble is coming from all the FK chains also having an IKSpline setup along with a 3 chain blend. For whatever reason the DAG evaluation is super slow on the fingers and any additional FK joints chains you add. The fingers alone add 60-120 ms of evaluation. The spine and neck portions also have some performance issues. It would be nice to have the option to keep FK chains JUST FK to avoid these unused bottlenecks. in the meatime i'm stripping these out manually (Maya 2015, windows 7 8-core machine 2012, Quadro K4000)
  • birnsj

    birnsj said almost 10 years ago:

    Are you clearing out the IK's on the spine and fingers manually? When you do that are you getting your target FPS?...and if so..how are you clearing out the IK's?
  • Replyindent
    J Adam Burke

    J Adam Burke said almost 10 years ago:

    I'm not getting my full target of 24fps, no. It's getting me up to about 16fps with only the rig visible (legacy viewport), which still helps a little. I select one of the visible bound joints of each fk chain (fingers, thumb), then i press 'f' in the outliner to find the group node where it lives. In that group there is a child group called *_JntIKGroup. Most RRM FK chains have one of these per group, but the fingers has four chains in one so make sure to delete all the groups named JntIKGroup. ideally i would remove the _JntFKGroup as well and re-constrain the bound joints directly to the finger control curves. This would be the simplest FK_Chain.
  • Dustin Nelson

    Dustin Nelson said almost 10 years ago:

    I am working on an update to have the IK functionality be optional in the FK chains. I will also investigate ways of making the rest of the rig faster, including the spline modules. -Dustin

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