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maya: optimize rig

Hey,

What are the best ways to optimize a rig ? (classic stuff: skinning, blendshapes, FK/IK, constraint expressions, deformers, constraints nodes, driven keys, ...)

In particular, I'm trying to find out if it's relevant to recode some chunks of the rig using GPU parallelism (cuda, opencl): for instance some maya nodes, or isolated workflows.

In a more generic point of view:
What are the bottlenecks during the evaluation of a scene frame? Indeed, if maya consumes all the CPU&GPU only for displaying meshes, there is no interest in optimizing the rest of the evaluation tree.
Are there any tools, like code profiler, to analyze the execution process of maya? Without reverse engineering it of course.

One example: here is a link about recoding the maya blendshape node, to be executed on the gpu:
http://www.chadvernon.com/blog/resources/cvcudablendshape/

Thanks!

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2 answers

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szabolcs [ Editor ]

I really like using the dgtimer command for profiling various setups. Its quite simple to use and gives you exact numbers that you can sort and compare.

Straight from the MEL docs:

-- // Turns on node timing and resets the timers. dgtimer -on; // Turns off node timing. Note that this does not reset the timers. dgtimer -off; // Prints the current timer values to the default (stdout). dgtimer -query; // To reset the timers: dgtimer -reset; // To display the draw and dirty metrics, and sort by inclusive // draw time.

dgtimer -show draw -show dirty -sortMetric draw -sortType inclusive -query;

Cheers, Szabolcs

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