If you use GeoApprox, it's having to do the subdivision on every frame
because the envelope operator is modifying the mesh, that's why it's so
much slower.
The GeoApprox subdivision happens at the very end of the mesh evaluation
i.e. after all the animation modifiers, shape modifiers, etc. Whereas the
Local Subdivide operator works on the Modelling stack, i.e. before the
envelope. If it were possible to put that operator after the envelope
operator, you'd probably get the same reduced performance as the
GeoApprox.
Andy
> I know there was a lot of talk about the issue of XSI's performance with
> envelopes.
>
> I found something interesting, I took the default low-res man, with the
> default rig, and did some test animation.
>
> If I up the GeoAprox twice, so it's on 2, I get about 8 fps in hidden
> line.
> If I zero it back, but then I select all polygons, and "Local Subdivide"
> the mesh twice, I get 18 fps.
> In both methods, I get ~38144 triangles (in the second method I get 38148)
>
> I wonder why is it harder for XSI to play simplified wireframe, than
> playing a much dense mesh...
>
> I guess that why sometimes, people think Maya's play rate is better, in
> Maya most "envelopes" are more dense
> because there is no GeoAproximation.
>
> BTW with GeoAprox at zero, it played 30 fps.
>
> cheers,
> Oz.
> www.ozadi.com
>
>
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