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NO REALTIME only 4fps....

Posted By mtakerkart 7 Years Ago
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mike.crain
mike.crain
Posted 6 Years Ago
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I may be off base with this. but this was something i discovered with daz studio when its preview performance was complete dog poo.
I run multiple nvidia gpu's (iray) and discovered by default that nvidia's own software would default opengl to the gpu not running the displays, it most cases, wouldn't be a big deal, however, when its defaulting to run opengl to a card thats sharing a 1x pci express bus with 3 other cards via a riser card.. it has serious performance issues.
I honestly don't know what iclones preview uses, but if it is opengl you might want to make sure opengl is set to run on the dedicated gpu and not an internal gpu.




Kelleytoons
Kelleytoons
Posted 6 Years Ago
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Tony,

An avatar doesn't really "contain" any animation information -- there is such associated with them on the timeline, but if you save them out they aren't saved with it.  That animation information CAN be saved separately, but it really just exists on the timeline kind of independent of the avatar.  Now, articles attached to them (clothing, hair) are associated with them in a one-way direction: so you can do your animation on your robot (including face) and then substitute your "real" avatar, complete with clothing and hair, but you can't go the other direction (take a clothing/hair avatar and replace it with a robot that preserves that clothing/hair).  They are proxies in the classic sense of the word -- a standin for animating.



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TonyDPrime
TonyDPrime
Posted 6 Years Ago
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Hmmmmm....can a robot maintain a baked hair or cloth animation, like 4U2Ges showed? 
Or a timelined-animation of textures, say in a characters eyes? or a script on a characters morphs?.....
But that's interesting that the robot still maintains the facial data in-project...
Those robots are amazing- with them it's more than meets the eye!  
Kelleytoons
Kelleytoons
Posted 6 Years Ago
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Facial animation IS preserved even with the robots -- it's weird, I know, but there are times when I do facial mocap with Live Face using just them because I'm reading a script and really don't look at the screen otherwise.  It transfers just fine.

Retargeting definitely seems to work -- if you guys remember my Halloween animation with the very tall scarecrow figure, I was using a robot for him and replacing him with the MUCH larger scarecrow just adjusted things fine (even for the walking).  I suppose if you were really concerned you could mod the robot to fit (except we can't take it into CC3.  Hmmm, I'd have to think about that and I *just* woke up).



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kungphu
kungphu
Posted 6 Years Ago
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The way I’ve used multiple characters with mocap is on minimal settings hide the geo I don’t really need for blocking. I’m able to mocap 8 characters (one by one in a scene). I like the idea of robots. I do wonder if I do all the animation based on my avatar I import into Unreal, it should remain the same if replaced with a simple robot avatar. Not like any automatic retargeting. I’ll have to see if the facial animation will be preserved even if the avatar isn’t capable. Along those same lines I had thought of sending my avatars to CC, removing textures and LOD the snot out of it to reduce polygons as well. All worth a look. Great the read here gents! Looks like different paths for the Unreal importers vs the people working natively inside iclone.

My "NEWEST" Latest:)  Movie Made With Amaaaazing iClone


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4u2ges
4u2ges
Posted 6 Years Ago
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Baking a Soft Cloth is also helping a lot..
On 3 animated Avatars in a test below it boosts +20 FPS on average
Soft Cloth can also be disabled during mocaps.



NOTE: Screen recording software kills about 7-10 FPS. Without it those 3 avatars with baked hair are running about 55-58 FPS





4u2ges
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double..




TonyDPrime
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Kelleytoons (1/5/2020)
One thing you can do is substitute the "skinned" avatars with dummy mode ones (those white robot like ones).  I've found I can have a scene with, say, 10 or so avatars and as long as they are dummies the scene loads and runs quickly.  Then when I'm through with my animation I just replace them (easy to do with each one selected) with the real ones.

I also do all mocap with this -- otherwise using Motion Live with dual PN suits and skinned avatars can bring even my system to its knees.


KT - good suggestion.  I am wondering if we have face mocap going on, will replacing a mocapped figure with a dummy cause any issues. 
Or, I guess we could make a texture-less dummy off of the CC3 base and then we can have the face mocap that way, right?

Kelleytoons
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One thing you can do is substitute the "skinned" avatars with dummy mode ones (those white robot like ones).  I've found I can have a scene with, say, 10 or so avatars and as long as they are dummies the scene loads and runs quickly.  Then when I'm through with my animation I just replace them (easy to do with each one selected) with the real ones.

I also do all mocap with this -- otherwise using Motion Live with dual PN suits and skinned avatars can bring even my system to its knees.



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Mike "ex-genius" Kelley
TonyDPrime
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Here was a vid I made for a technical issues thread, which was aided by Animagic and Toystorylab today- THX to both of you.

But I also showed the FPS difference (ignore the looping animation part at the beginning):


 


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