Hi there,
I have a simple model with a not very complex armature (it's only 6 bones with no deformation).
But when I get into pose mode it gets REALLY laggy when I try to use any bones.
I applied the two boolean modifiers I had (not sure I want to if I can avoid) and it still didn't do the trick.
When I simplify the viewport to 1 subdiv it works better, however, not even that many objects have subdiv applied at all 🤔. 2 objects with 2 levels, 1 object with 1.
Here's a screenshot with the stats of the model. Is that not as simple as I think? 🤔
Anyways, any recommendations or best practices for optimizing models/rigs that will be appended to animate in other scenes? This one will be instanced several times ...
Hm,
Nothing really stands out to me as causing massive lag, Nathi. At least not from that Screenshot.
But I see you have Vertex Groups, have you Parented the Vertex Groups to the Bones?
If there is no Deformation and the parts of the Bracket are separate Objects, you could Parent the Objects to the Bones. That way each Bone only has to move an Object, instead of a bunch of Vertices. I can imagine that would make a difference (especially if the Objects have many Verts).
Make sure armature modifier is above the subsurf modifier. If you're using the hooks method then make sure the hooks are above subsurf. If you did weights then select mesh, click object->clean then it's either vertex groups or weights I don't remember off the top of my head. Then in adjust last operator(bottom left corner) set it to the weight level. I usually use 0.05. basically this removes any vertex data in a vertex group that has that weight or less. This is the most common culprits of a slow rig. Especially if you have a lot of 0 weight vertices.
***Edit***
The option under clean my be in edit mode, but I'm pretty sure it's in object mode.
This is perfect! Thank you so much guys for the tips! I'm saving this one to troubleshoot any other rigs in the future.
I systematically went through the tips and they all helped!
The gotcha on this one was indeed that I didn't need an armature modifier or weights, since it was all without deformation. And I didn't even notice all the vertex groups Martin, it turns out I needed them for one object and duplicated it to make other components and forgot to remove them. That, plus the armature modifier bogged down everything.
Now it's smooth as ever!