Performance Slowdown - searching for the reason/answer
Posted: Mon Sep 25, 2006 7:59 pm
So, I've been getting into some complex stuff, and although I'm using a deadly fast machine, I feel like I'm starting to hit a wall with what MohAS can and can't do. The more complex my rigs/scenes become, the slower the program gets - just manipulating the bones and camera becomes a chunky chore. I'm trying to figure out why this is, and how to fix it. Is it the underlying code? Are my methods insane?
Example 1 - I've been importing 3D objects from MAX. In MAX, I can freely rotate the object and/or change my view of it, at lightning speed. It's totally fast and easy to work with.
But - when I import the exact same object into MohAS, it's another story. Rotating the object or changing the view becomes a very chunky, clunky operation. What's the diff?
Example 2 - I've been building some extremely complex puppets, and have found that at a certain level of complexity (ie, lots of bones, many of them with dynamics or control-bone relationships) Moho really starts bogging down, to the point where it's quite slow to pose them, and playback in workview is pretty much impossible... It seems that the more bones you add, the crunchier the program becomes.
So, I'm wondering if these things are related, and if there's some fundamental issue that makes it hard to work with the program after a certain point. The end results are awesome, and I hope to be able to show y'all some samples soon, but I fear it may take a million years to get there with the app running so slow and chunky.
FYI, I'm using a dual-core 3Ghz machine with 2gigs of RAM...
Lost Marble - any ideas why this is happening? Is there indeed a wall or threshhold which should not be passed, and if so what are its parameters?
Example 1 - I've been importing 3D objects from MAX. In MAX, I can freely rotate the object and/or change my view of it, at lightning speed. It's totally fast and easy to work with.
But - when I import the exact same object into MohAS, it's another story. Rotating the object or changing the view becomes a very chunky, clunky operation. What's the diff?
Example 2 - I've been building some extremely complex puppets, and have found that at a certain level of complexity (ie, lots of bones, many of them with dynamics or control-bone relationships) Moho really starts bogging down, to the point where it's quite slow to pose them, and playback in workview is pretty much impossible... It seems that the more bones you add, the crunchier the program becomes.
So, I'm wondering if these things are related, and if there's some fundamental issue that makes it hard to work with the program after a certain point. The end results are awesome, and I hope to be able to show y'all some samples soon, but I fear it may take a million years to get there with the app running so slow and chunky.
FYI, I'm using a dual-core 3Ghz machine with 2gigs of RAM...
Lost Marble - any ideas why this is happening? Is there indeed a wall or threshhold which should not be passed, and if so what are its parameters?