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Hash, Inc. - Animation:Master

FPS drops while using bones..


eliaskiller

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Ok so here is my problem:

 

While i am modeling in a modeling window my FPS is about 80fps +/- and is very good.

but while i rig my character, and use it in a action window to animate it drops to 7FPS and this only happens when i use bones.

 

I wonder why this is happening becase i have a strong computer.

The model is only 1600 patches

 

Animation is very hard to do with this low framrate

 

here are some pictures i took

This is in the modeling window

post-9181-1182106585_thumb.png

 

 

And this is in the action window

post-9181-1182106640_thumb.png

 

 

I hope somone ca help me.

thanks!!

 

Elias

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Yes, animating with bones will be slower. I suspect because deforming the model on the fly is more processor intensive than spinning it whole in the model window.

 

You've already hit "page down" to reduce the subdivision level, right?

 

For more speed you can change the object draw mode from Curve to Vector or even Bounding Box

 

It's next to the entry for your model in the chor in the PWS. Change the circle to a diamond or a box.

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Thanks for the replys!

 

I did the page down thing but that did not change much

 

I have tryed to switch to wireframe but i only get one extra fps. so its up to 8fps, its a bit better.

 

And i the chor i made it to a box or boxy but that didnt change much either.

 

I hope there is a way to fix this :o

 

here is a screenshot

post-9181-1182115236_thumb.png

 

Edit: by the way.. can this have somthing to do about me using a mac?? and A:M 13t?? i'm using the universal version

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I don't believe it should decrease by so much. You might try reporting it on AM Reports. See my sig for link. If you have the disc for v14 (TWO image) then try that. Also, you hit the pagedown key a few times (till you hear a beep). The first image looks to be quite high subdivision.

Finally, if macs have another choice between Opengl, you might switch it in options.

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I only have the V13 yeti disc, if that makes any difference.

I hit the page down til i heard a beep but it did not make any difference there either.

and my mac does only have the option for openGL.

 

I'll try to report then.

 

Thanks.

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I think it's also dependent on the hardware that you're using. It seems to me to be directly related to the clock speed of the processor. I've run AM on a number of different platforms, and I've found that this problem does not exist on any Pentium 4 class computers 2.4ghz or faster. I see it on both my 1.8ghz P4 and my MacBook Pro 1.83 Core Duo, but not on my 2.6 and 3.0ghz P4 machines.

 

Somewhere in the forum here I read a post from Martin that mentions that AM is currently only using one core on the MacBook, and that he's just starting to program multi core support for rendering.

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MY specs are:

 

MacBook Pro MacOSX 10,4,9 Tiger

Intel core 2 duo 2,33GHz

2GB DDR2

120GB HDD

ATI Mobility Radeon X1600 256MB DDR3

 

but i only get low framerates when using bones what so ever.

rigging and animation is slow but not the other tings.

 

Rendering is not bad tho.

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MY specs are:

 

MacBook Pro MacOSX 10,4,9 Tiger

Intel core 2 duo 2,33GHz

2GB DDR2

120GB HDD

ATI Mobility Radeon X1600 256MB DDR3

 

but i only get low framerates when using bones what so ever.

rigging and animation is slow but not the other tings.

 

Rendering is not bad tho.

 

 

That's pretty much the same specs as my MacBook (10.4.9, 1.83ghz, 2GB RAM, 80Gb HD), so I'm not surprised that you're seeing the problem. My render speeds aren't bad either. I don't have access to a Core Duo PC, but I'd be interested to see what others are finding.

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I've just been starting to play around with animating and noticed some things.

 

In a choreography, using lowest shaded view, when I hit the play button (on 30 frames of animation):

 

In choreography mode (with nothing selected): about 60fps

In choreography mode (with the character selected): about 35fps

In skeletal mode: about 10fps

 

In wireframe view, it adds around 10fps to each of those, but the pattern remains.

 

So, the fix might be to switch back to choreography mode and de-select the character to check your animation. (The shortcut for choreography mode is F9, but since I'm using that for the OS, I changed it in the customize panel. I made skeletal mode the "/" on the keypad and choreography mode the "*" on the keypad. Easy to switch between them.)

 

(I'm using a Core2Duo iMac with 2.16GHz with v14beta5 of A:M).

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