[KineFX] blendshapes reducing performance a lot

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Hi!
I'm currently working on my first houdini rig (a simple car-rig) by using kinefx. I've skinned/captured all separate pieces by using a capturepackedgeo node. It's running in real time, but only until I've tried to add 4 blend shapes driving the absorber-springs. I've found no other solution than by separating the springs (base and target) with blasting, creating a blend shape node for each spring and piping this back into the geo using merge. To drive the length of each spring, I'm calculating a normalized custom value within a rig vop and piping this into the blend-channel. How would you set up something like this? Although I'm a beginner in houdini rigging I guess making a separate rig for the springs would help. But maybe I can keep everything as it is (with just one geo) and driving the primitives without blasting. I already tried so, but it seems that since this is a merged geo the vertex order for the base and the target primitive changes which makes it impossible (at least for me) to get it work.

Hope this makes sense.
Thank you!
Edited by Fraenk - Feb. 14, 2024 03:46:03

Attachments:
Capture.JPG (94.6 KB)
Capture2.JPG (151.4 KB)

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Is the cooking of the individual blendshape SOPs slow? It's hard to tell from just a screen shot, but you should do a performance monitor run for a frame to see which nodes are taking up the most time.
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by animating the blendshapes you are introducing the time dependency
it's very likely that you have quite complex rig beneath, including your mentioned capture etc, which then need to recompute every frame instead of just once as might have been the case before animating blendshapes, but of course that's just my guess

if that's the case you may need to restructure your flow
Edited by tamte - Feb. 14, 2024 21:11:58
Tomas Slancik
FX Supervisor
Method Studios, NY
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tamte
if that's the case you may need to restructure your flow

Yes, so the rule of thumb is move all your time dependent nodes (the ones with that green circle badge in the network editor) as low as possible in the network.
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Before it's getting even more impolite, I want to say thank you guys! I have a lot of crunch-time at the moment, which takes me away from this project. Hope to get some time over the weekend to prep a little scene I want to share that makes more sense than my screenshots. I have a bazillion additional questions, but I don't want to spam this forum, so there was one guy mentioning discord-channels specifically for Houdini-rigging. I can't find them, so besides my problem here I'd really appreciate it if someone could tell me those.
Have a nice weekend ahead!
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Hi Freank,

would love to see the scene file.

here are a couple of discord channels you can check out
Houdini Academy:
https://discord.gg/wkkkc8B5 [discord.gg]

Think Procedural:
https://t.co/a5WBmuO0h5 [t.co]
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