And the inputs to the weighting tree aren't changing?
I can't test this quickly myself, but maybe try setting the weights using a tree on a different object, e.g., a "weighter" null.
gray
On Mar 14, 2013 6:53 PM, "Steven Caron" <
car...@gmail.com<mailto:
car...@gmail.com>> wrote:
hey jules
so you are setting the weights in the modeling stack? and using them in the animation stack?
s
On Thu, Mar 14, 2013 at 11:44 AM, Jules Stevenson <
droo...@googlemail.com<mailto:
droo...@googlemail.com>> wrote:
Hmm, actually this is not so cool - just the process of reading in the cached attribute required (a copy of EnvelopeWeightsPerDeformer) and setting it to the envelope weights is slowing down the env operator to a pretty unintuitive level... This leaves no room for optimization as far as I can see, there's nothing simpler I can do. Any one have any other thoughts on methods to use for this?
On Thu, Mar 14, 2013 at 12:02 PM, Jules Stevenson <
droo...@googlemail.com<mailto:
droo...@googlemail.com>> wrote:
I'm building a tool which sets data to weights via ICE (an auto weighter). What I need it to do is working great, however, as it's ICE, it executes all the time - whenever a deformer is moved it re-evaluates the tree. The tree is slow. What I really need is some way of making the ice data persistent without constantly re-evaluating, In an ideal world this would mean when I disconnect the Ice Node, the data that it has written to the weights *doesn't* disappear.
I know the easiest way to achieve this is freeze the object, but because this is an iterative user tool it's not an ideal workflow. Anyone got an ideas if something like this is possible?
Many thanks,
Jules
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