🔥Discover my extensive Blender courses and free rigs : www.p2design-academy.com ❤🖌Post your work using the #p2design and tag me on twitter & Instagram : @pierrick_picaut
Back when I was in school learning Maya we ran into this issue but we didn't have a low rez rig. So they taught us to use the viewport playback feature called playblasts. So if you want to play back your animation at full speed and don't want to re-rig a low rez version of the character then the viewport play back feature in blender is your best friend. Happy animating
@Pierrick Picaut thats true, you will have to wait a few seconds for the program to export out all the images, compile them into a video, and then watch it. It's never taken more than a few seconds for me, so I've never had a problem with it.
I guess that works because with an armature modifier blender has to take the weighted average of every bone for every vertex, but with the "parenting trick", it just copies the transformation of the parent as-is
This reminds me of when I first learned how to rig models in school. I was following a guide that was from the early 2000s, where they separated the models into chunks like this by default because computers back then couldn't handle anything dense or complex. I did think that you had to do this or else things would start to break or not work or something.
On my very first professional production, I was assigned to a ridiculously weak workstation (don't ask me why). How weak? 2GB of ram, I don't remember the CPU and GPU models, but I couldn't even have 1fps in the viewport, and viewport rendering crashed the entire machine. So I replaced the entire character mesh by cubes. Still had only about 8fps, but at least i could work. Took weeks for the IT team to finally put me on a normal workstation. And even months later, I still had to explain why I was behind schedule even for a junior on its first project.
What a truly useful tip for animators. I've been so frustrated by this problem - i even thought moving to Maya, but there is no need anymore. Doing this is much easier than to learn a new software. Thank you Pierrick, you never fail to amaze.
I'm always in favour of future proofing rigs. Even though you can spend a bit longer in the short term, the long term benefits are so worth it! Saves so much production headache! 😭😭
Probably not a solution i could recommend to everyone, but one way I improved performance with animation playback was simply by switching from Windows to Linux. I'm not sure if its because the Linux Blender builds are better optimized, or if its because Linux has less overhead than Windows, but I saw a massive improvement in animation playback. I had a scene with two characters and both had a subsurf modifier turned on and animation playback remained fullspeed on Linux while dropping to 5fps on Windows.
@@STANNco My best recommendation would be to install Linux Mint on a USB stick and mess around with it to see if you like it. Linux being a completely different OS from Windows means that a lot of things work differently, and a lot of software you might use on Windows will be completely unavailable to you. Switching from Windows to Linux will come with just as much of a learning curve as switching from MacOS to Windows. Luckily, you don't have to purchase an entirely new machine to try Linux, just a 16gb thumb drive, and you can boot off that USB drive to test drive it without overwriting your existing Windows install.
I think this solution works more as a serious last resort when everything else has failed - it's definitely an interesting approach to tricking Blender into calculating differently and it teaches underlying mechanics of Blender, but otherwise you could 100% take a few more steps before attempting this. I wish the video mentioned any of these. From my own experience, assuming the mesh is just too high poly #1 the fast version - making a clone of the mesh and decimating it down by 80-90% until it starts to break from the modifier/unsubdividing for better topology but breaking the UV at the seams. Apply the modifier, otherwise Blender will keep calculating it every frame, making it useless #2 the accurate version - modelling a more accurate lowpoly version of the mesh with ideal topology Assuming it's a subdivision modifier issue #0 Enabling Simplify and setting global value of all subdivision modifiers to 1 #1 Enabling GPU Subdivision in Blender preferences and setting the viewport subdiv down to 1 #2 Just applying the subdivision if it's really that important, avoiding Blender having to calculate it every frame, and keeping the original as the lowpoly clone That'd be just the mesh itself. Performance of the rig itself seems to be tied to constraints, which in turn means you're locked by your CPU's strength. If it can't keep up with the calculations of the rig itself, there isn't much one can do except upgrading to a stronger one. Feel free to debunk this as I'm not an expert, just sharing my thoughts on this
Yes, that's the basics. But what if your model doesn't use any of the following? You can't imagine how computation heavy it is to calculate bone weight and deformation. Some game rig, with no subdivisions and no modifiers can become laggy. Building a lower poly version of the model may or may not solve the problem. I know taking this road is almost always a winner. On the editing side of things, I can't really cover all use cases in a video. You know, people just get bored and you can't share the important info. Thanks for taking the time to give your vision, always appreciated :)
Just tried this out and wow it's a night and day difference! Even working with really low poly models will have some sort of input lag due to Blender handling the armature deformation. But using this method makes Blender run buttery smooth lmao
I was always wondering why studios show this kind of separated mesh when showing off the animation pass of their characters! Thanks so much for the video! Now I know the reason and also how to achieve it in blender
Man you are a "G" I'm 24yo(m) Studying Game Design at SAE Institute Amsterdam and i had to stop due to high University taxes and instead of waiting for my last two years I Just bought your animation and rigging course and i could not be more happy about it. I'm animating the advanced bouncing ball assignments right at this moment and i'm PUMPED ! Salute to you bro keep doing what you are doing. Can't wait to begin the advanced character rig!
What the hell does it even mean, "studying" game design I can understand game theory and micro economics I understand UI design and readability but what the hell is "studying" game design? (Hey , teach me how to create fun and challanges)... What's next ? comedy schools? What? Do they teach you what zero sum games and mixed strategies are fun based on test and focus groups?? Let me tell you something, look at all the most popular games since video games inception , not one of the designers who made them "studied" game design. Just like art, you can't put fun and mechanics into an equation, either you have the mind for it or you don't. Sorry you wasted your money, you can't study fun and you can't study challange creation, these are creative processes, you can't teach creative processes in schools.
@@PierrickPicaut_P2DESIGN no sir , there is no money there, (at least not to be enslaved over and too much office politics and lack of freedom, playing it safe), non game related software development pays more (gaming is one of my passions and i try to keep my passion out of my work, to avoid burnout) however, i am a software developer and i did release a few mods for games during my lifetime (One actually got popular, for RTCW : ET ( Wolfenstein - Enemy Territory), back in 2003-2004). I am also an active member in blender's development community if that interest you pierrick (not on the coding side but helping side, due to time limitation), currently trying to push towards fixing blender's color management that is broken since blender came out (But that's a complicated topic to explain and off-topic).
@@Illasera man, there is so much money in the game industry. It’s one if the most dynamic industry in the world. There are ways and mechanism to be creative. It’s not something that falls from the sky.
Do you place the decimate modifier on the top or the bottom or middle of the stack? (i.e before subdivision but after armature or before all of them?) does it matter if you use it in Collapse or Un-Subdivide mode?
@@XINN1X doesn't matter if it's above or beneath the armature but no subdivision modifier for this model that would eliminate the purpose of the model, use collapse and lower the slider as much as you can to where your model is low poly but it has enough detail for your rig to work with
@@STANNco yes that's what this process is for, this uses the method of duplicating your model and having the decimator applied to the new model and using it for animating
4:11 FYI, you don't need to rip the loops individually and then select the island to separate. You can select both loops, then 'Select Loop Inner-Region' (set a hotkey for this), then P to separate selection. This should be a lot faster than the ripping method.
I see! So you just use the separated model as a preview, to have the correct frame rate. When you are ready to render, you then switch back to the first model, since it won't matter on the render. thank you for the insight Pierrick!
Sweet! I just started modeling in blender a couple months ago and im working on a dragon animation for/with my daughter. This will make things go so much smoother!!
... Even after this, I still find my framerate tanking unless i disable the modifiers on the highpoly version in the disabled collection. i'm not sure what disabling does if blender still calculates what's going on. Disabling the hp collection has such a minimal effect, i'm not sure what it's supposed to do. like it increases fps from 7.4 to about 9.6
Great tip! The armature modifier can really cause the scene to chug depending on the model. Some just seem to be cursed and tank performance while others with the same base polycount work okay even with subdiv. And the way you cut the model up helps keep the illusion of it deforming while working.
Though I'm still getting through the Alive course, I can't deny how awesome it is to get these very useful tricks here on TH-cam. Also, the cat flash at the start was a great start to my day. I wish you all the best. ^_^
Ok that's a very neat way to increase fps. I do have every parts of my character in collections leaving only the body to play with subdivision disabled in viewport. I will give a try with that way to see if I can get even higher fps.
Wow! This is an awesome! I will be using it for my future work. 😃 I had been using, and applying, a decimate modifier to help with Viewport playback performance, but there are issues with that so it's not ideal. Thank you so much for the great information Pierrick! You're the best! I hope you have a great rest of your week! Lemme give you a WOO: WOOOOOOOO!!!!!!!! 😃
@@Authintix Hello! Sorry for the late reply. I didn't see the notification until now. The problem is that, in some cases, to reduce the polygon count to see a noticeable increase in Viewport performance, a significant amount of decimation must be applied to the point that it can destroy the look of the mesh. Unfortunately, when that happens, no amount of subdivision, applied through a subdivision modifier, will make the mesh look good again in the final render. Normally, I only really have an issue with polygon counts when I import very high poly hair. Then I can apply the decimate modifier a good amount and see a noticeable improvement in Viewport performance. I just have to be careful that I don't destroy the look of the hair in the process. I hope that make sense and I hope you have a great week! 😃
After watching your amazing rigging course and later the alive course I've tried to learn and understand how did you organize your rig UI so nicely. Do you have a tutorial on how to set up the "snap utilities" like in trident character, the "tweak leyers on/off switch" and organize your rig properties into tabs, not to have all the properies in one long collumn but in tabs that you can roll up and hide. It is wayy more comfortable to work on a rig that has that kind of level of organization in the UI. I hope you can help me with that
This is awesome! Is there a name for this technique by chance? I'm making an add-on to automate this proxy rig generation, but it took me forever to find videos on this.
Great tip. So is this why the Rain rig and Rocket girland others as so slow to work with? Those two are unfortunately virtually impossible for me to use.
I was just searching this topic yesterday! Drove me crazy I spent $1600 building this PC for moderate blender use, nothing crazy, and my viewport animation with just an armature is 8 FPS lol.
@@3duConstantino I don't know. I just have experience with my budgeted build. Some guys in my class have video cards that cost more than my whole PC and think they do a bit better.
Great tip, but Blender can handle multiple characters on screen at once with the proper machine. A poor CPU is the main reason for low FPS in Blender with animation because of the rig calculations. Pro Tip: Try the new Apple Silicon machines some are very inexpensive (M1 Mini). I know several Blender animators who have made the switch because of the animation performance boost.
@@PierrickPicaut_P2DESIGN Very true and I love that saying. But I do know that viewport performance is something the devs are really pushing for, at least for the ARM version of Blender. The Apple devs just finished a rewrite that included the Metal backend which significantly increased Eevee and Solid Viewport performance on Macs. Not trying to sound like an Apple commercial here :), just trying to give a heads up about animation performance with Blender. Love your work and tutorials!!!
Nice tip! It would be great to have a tool I use in Maya but in Blender... Rigbits where from defined weights you can slice the model and the tool automatically parent each sliced mesh part to a bone.
is this a normal modfier viewport performance problem for all 3d Animationprograms...? or can this optimised , or handle modern on the edge Programs it better. ? f.e. Cascadeur 3d, MAYA ,etc... p.s.nice work as always..
Ahh, so that's why when you see some screenshots of models from big productions they look like they have been sliced and diced. It because they have been. There are actually a number of other things one can do with much less pain and still likely get real-time playback, even going from Blender 3.4 to 3.5 was actually a significant viewport speedup. I covered these in my own video a couple of weeks ago: th-cam.com/video/WXwgwddlD-w/w-d-xo.html
You said you have a corrective rig/bones. Can you direct me to a vid on how to setup inner elbow weight fix - that can be exported to UE4? (I think I learned that Constraints dont export, unless baked into an animation. But I need a rig (SK mesh) with no animation > to import into UE, then I can import animations that use that Rig (weight paints). But I need the elbow fix to work for any animation (one that doesnt have key frames make for the specific corrective elbow bone). Im thinking I need better (smarter blend-choice) weight painting at my elbow joints... but I dont know the exact design. And I have many layers of clothes, Id have to copy that weight change to all meshes. So I need the correct answer first... Ty.
So, I'm curious to know, is your original rig for this character optimized the same way, or did you figure out how to get faster frame rates without creating a proxy? Can you please show us how you get faster FPS without creating a proxy rig (if that's possible)?
Great tip for the proxy mesh! Can this work with bendybones? (I assume it works pretty okay if it's only used for twist bones, but more complex toony motions wouldn't work with this method)
Sometimes my Ik bones lagging. I think it's because bone constraints. When I remove those constraints it fixes but I need them for things to work. You may have answers for that thanks.
Hi!, Im interesting to buy the Alive course but I have some a questions, can I follow the course with a characther that use riggify or is better use the characther provide by Pierrick?
@@PierrickPicaut_P2DESIGN Yes, and I've shared it with a friend that does some rigging and both of us don't understand how decimate wouldn't be a better & faster solution. What we'd like to know is more specifically why would this be better than just decimating to very low poly?
@@TrueXiarno you may lose readability in the silouhette and on top of this you are still calculating deformation. That’s the main problem. Now, there is no rule of thumb. I’m a lot of case decimated model will solve the problem. But model split, computation wise, might be better in most cases
🔥Discover my extensive Blender courses and free rigs : www.p2design-academy.com
❤🖌Post your work using the #p2design and tag me on twitter & Instagram : @pierrick_picaut
write THIS!
I Will buy your courses, even with cost for me being 5 or 6 times more expansive for me because of BRL conversion..
hello i want to buy the course about animation for a friend, how may i do that?
Can we just take a second to appreciate that this man is giving us insightful and complex tutorials in (for him) a second language! And they're free.
FR my due, your totally right 👍! He’s a Blender Hero! Thank you for your amazing service in making theses tutorials 😊 God bless and best of wishes 💚💙
You always come up with video ideas that answer specific and actual questions Blender users have and not just general wishy-washy stuff. Appreciate it
I'm trying.... like hard... Some times it's hard to find new topics :)
Back when I was in school learning Maya we ran into this issue but we didn't have a low rez rig. So they taught us to use the viewport playback feature called playblasts.
So if you want to play back your animation at full speed and don't want to re-rig a low rez version of the character then the viewport play back feature in blender is your best friend. Happy animating
But playblast is not a real time viewport feature. it's just a render.
@Pierrick Picaut thats true, you will have to wait a few seconds for the program to export out all the images, compile them into a video, and then watch it. It's never taken more than a few seconds for me, so I've never had a problem with it.
@@FancyFun3433 yes, but you can’t interact in real-time with your animation, you can’t rotate around while playing. The comfort is incomparable to me
@Pierrick Picaut lol yeah hopefully blender will add a cache playback feature like how Maya has it and we can have the best of both worlds
I guess that works because with an armature modifier blender has to take the weighted average of every bone for every vertex, but with the "parenting trick", it just copies the transformation of the parent as-is
Exactly. and this is the same method as in any software or game engine. Parenting is less computation heavy
This reminds me of when I first learned how to rig models in school.
I was following a guide that was from the early 2000s, where they separated the models into chunks like this by default because computers back then couldn't handle anything dense or complex.
I did think that you had to do this or else things would start to break or not work or something.
On my very first professional production, I was assigned to a ridiculously weak workstation (don't ask me why). How weak? 2GB of ram, I don't remember the CPU and GPU models, but I couldn't even have 1fps in the viewport, and viewport rendering crashed the entire machine. So I replaced the entire character mesh by cubes. Still had only about 8fps, but at least i could work.
Took weeks for the IT team to finally put me on a normal workstation. And even months later, I still had to explain why I was behind schedule even for a junior on its first project.
What a truly useful tip for animators. I've been so frustrated by this problem - i even thought moving to Maya, but there is no need anymore. Doing this is much easier than to learn a new software. Thank you Pierrick, you never fail to amaze.
I'm always in favour of future proofing rigs. Even though you can spend a bit longer in the short term, the long term benefits are so worth it! Saves so much production headache! 😭😭
Thank you, my computer is a potato so I have to destroy a duplicate of my mesh when I am timing the animation 😂 this is a welcome fix. Cute cat
this man is helping the future of entertainment hell yeah
Solid thumbnail, just - chef's kiss 👌🏻
Probably not a solution i could recommend to everyone, but one way I improved performance with animation playback was simply by switching from Windows to Linux. I'm not sure if its because the Linux Blender builds are better optimized, or if its because Linux has less overhead than Windows, but I saw a massive improvement in animation playback. I had a scene with two characters and both had a subsurf modifier turned on and animation playback remained fullspeed on Linux while dropping to 5fps on Windows.
how do i "simply" switch from win to linux
@@STANNco My best recommendation would be to install Linux Mint on a USB stick and mess around with it to see if you like it. Linux being a completely different OS from Windows means that a lot of things work differently, and a lot of software you might use on Windows will be completely unavailable to you. Switching from Windows to Linux will come with just as much of a learning curve as switching from MacOS to Windows. Luckily, you don't have to purchase an entirely new machine to try Linux, just a 16gb thumb drive, and you can boot off that USB drive to test drive it without overwriting your existing Windows install.
@@VITAS874 Linux doesn't require a "special PC." Any machine capable of running Windows can run Linux. If you have a Mac, your mileage may vary.
@@VITAS874 You can always dual boot, having both Windows and Linux installed on one PC at the same time.
I think this solution works more as a serious last resort when everything else has failed - it's definitely an interesting approach to tricking Blender into calculating differently and it teaches underlying mechanics of Blender, but otherwise you could 100% take a few more steps before attempting this. I wish the video mentioned any of these.
From my own experience, assuming the mesh is just too high poly
#1 the fast version - making a clone of the mesh and decimating it down by 80-90% until it starts to break from the modifier/unsubdividing for better topology but breaking the UV at the seams. Apply the modifier, otherwise Blender will keep calculating it every frame, making it useless
#2 the accurate version - modelling a more accurate lowpoly version of the mesh with ideal topology
Assuming it's a subdivision modifier issue
#0 Enabling Simplify and setting global value of all subdivision modifiers to 1
#1 Enabling GPU Subdivision in Blender preferences and setting the viewport subdiv down to 1
#2 Just applying the subdivision if it's really that important, avoiding Blender having to calculate it every frame, and keeping the original as the lowpoly clone
That'd be just the mesh itself. Performance of the rig itself seems to be tied to constraints, which in turn means you're locked by your CPU's strength. If it can't keep up with the calculations of the rig itself, there isn't much one can do except upgrading to a stronger one. Feel free to debunk this as I'm not an expert, just sharing my thoughts on this
Yes, that's the basics.
But what if your model doesn't use any of the following?
You can't imagine how computation heavy it is to calculate bone weight and deformation.
Some game rig, with no subdivisions and no modifiers can become laggy.
Building a lower poly version of the model may or may not solve the problem.
I know taking this road is almost always a winner.
On the editing side of things, I can't really cover all use cases in a video.
You know, people just get bored and you can't share the important info.
Thanks for taking the time to give your vision, always appreciated :)
Just tried this out and wow it's a night and day difference! Even working with really low poly models will have some sort of input lag due to Blender handling the armature deformation. But using this method makes Blender run buttery smooth lmao
I was always wondering why studios show this kind of separated mesh when showing off the animation pass of their characters! Thanks so much for the video! Now I know the reason and also how to achieve it in blender
Man you are a "G" I'm 24yo(m) Studying Game Design at SAE Institute Amsterdam and i had to stop due to high University taxes and instead of waiting for my last two years I Just bought your animation and rigging course and i could not be more happy about it. I'm animating the advanced bouncing ball assignments right at this moment and i'm PUMPED ! Salute to you bro keep doing what you are doing.
Can't wait to begin the advanced character rig!
Great! Don't hesitate to share your progress
What the hell does it even mean, "studying" game design
I can understand game theory and micro economics
I understand UI design and readability but what the hell is "studying" game design?
(Hey , teach me how to create fun and challanges)...
What's next ? comedy schools?
What? Do they teach you what zero sum games and mixed strategies are fun based on test and focus groups??
Let me tell you something, look at all the most popular games since video games inception , not one of the designers who made them "studied" game design.
Just like art, you can't put fun and mechanics into an equation, either you have the mind for it or you don't.
Sorry you wasted your money, you can't study fun and you can't study challange creation, these are creative processes, you can't teach creative processes in schools.
@@Illasera Do you work in the game industry?
@@PierrickPicaut_P2DESIGN no sir , there is no money there, (at least not to be enslaved over and too much office politics and lack of freedom, playing it safe), non game related software development pays more
(gaming is one of my passions and i try to keep my passion out of my work, to avoid burnout)
however, i am a software developer and i did release a few mods for games during my lifetime (One actually got popular, for RTCW : ET ( Wolfenstein - Enemy Territory), back in 2003-2004).
I am also an active member in blender's development community if that interest you pierrick (not on the coding side but helping side, due to time limitation), currently trying to push towards fixing blender's color management that is broken since blender came out (But that's a complicated topic to explain and off-topic).
@@Illasera man, there is so much money in the game industry. It’s one if the most dynamic industry in the world.
There are ways and mechanism to be creative. It’s not something that falls from the sky.
I recommend just using the decimator modifier if you really wanna save on time. You'll save time on splitting your model and rerigging it all.
Do you place the decimate modifier on the top or the bottom or middle of the stack? (i.e before subdivision but after armature or before all of them?) does it matter if you use it in Collapse or Un-Subdivide mode?
@@XINN1X doesn't matter if it's above or beneath the armature but no subdivision modifier for this model that would eliminate the purpose of the model, use collapse and lower the slider as much as you can to where your model is low poly but it has enough detail for your rig to work with
this does not work. Unless you apply the modifier. adding decimate regardless if it's over or under the armature modifier will make lag even worse
@@STANNco yes that's what this process is for, this uses the method of duplicating your model and having the decimator applied to the new model and using it for animating
@@STANNco the modifier can only be useful if it's applied
4:11 FYI, you don't need to rip the loops individually and then select the island to separate. You can select both loops, then 'Select Loop Inner-Region' (set a hotkey for this), then P to separate selection. This should be a lot faster than the ripping method.
I see addon potential here!
Must be a way to scan from bones to the mesh and automate a middle man ref mesh that auto parents to the rig.
Blenderboi has actually already released an addon that automatically slice the model.
Like 2 days after the video release 😀
@@PierrickPicaut_P2DESIGN Is the addon called JackTheRipper?
@@PierrickPicaut_P2DESIGN Where might we find this addon? I cannot for the life of me find it anywhere.
@@apraxas I guess it's this github.com/BlenderBoi/JackTheRipper
I see! So you just use the separated model as a preview, to have the correct frame rate. When you are ready to render, you then switch back to the first model, since it won't matter on the render. thank you for the insight Pierrick!
Yes, exactly
Amazing tutorial Pierrick!! So helpful!! 💖💖💖
It would be nice if there was an addon that allows you to speed up the process of slicing and binding!
This is a great, finally real solution for optimizing blender viewport issues 🎉😊
Sweet! I just started modeling in blender a couple months ago and im working on a dragon animation for/with my daughter. This will make things go so much smoother!!
This is really helpful for my 5 fps animation. Thx
Im usually if i want to see my animation moving i need to render viewport first to get full fps
I think i've also had improvement by simply moving subdivision modifier to the top of my stack, or applying it. So that's another easier option
Super valuable! Thanks for sharing.
Thanks mate
The best source for blender knowledge. Thanks so much for your insight o9
Oh incroyable la vidéo tombe à pic merci mec tu gères de fou
this is what we needed for a very long time😍😍😍😍
Woah, this technique look super strong! Thanks for sharing!
this is absolutely golden! you are an angel !
This is an amazing technique, thank you!
Thats kind of cool effect on its own 😎
... Even after this, I still find my framerate tanking unless i disable the modifiers on the highpoly version in the disabled collection. i'm not sure what disabling does if blender still calculates what's going on. Disabling the hp collection has such a minimal effect, i'm not sure what it's supposed to do. like it increases fps from 7.4 to about 9.6
Great tip! The armature modifier can really cause the scene to chug depending on the model. Some just seem to be cursed and tank performance while others with the same base polycount work okay even with subdiv. And the way you cut the model up helps keep the illusion of it deforming while working.
Thankyou, this is going to be so useful.
WOW!!!
Excelent trick. For sure i going to use it since now
Thx Pierrick ^-^
Punaise j'en avais tellement besoin ahah ! Merci infiniment
Avec plaisir!
Though I'm still getting through the Alive course, I can't deny how awesome it is to get these very useful tricks here on TH-cam.
Also, the cat flash at the start was a great start to my day. I wish you all the best. ^_^
Thanks 😊
As aways, your content is pure gold. Thanks a lot master!
Much much love and respect brother .. ur awesome
brilliant! i've struggled with this for soooo long :)
Ok that's a very neat way to increase fps. I do have every parts of my character in collections leaving only the body to play with subdivision disabled in viewport. I will give a try with that way to see if I can get even higher fps.
Fantastic Idea. I will definitely have to try this out.
Wow! This is an awesome! I will be using it for my future work. 😃
I had been using, and applying, a decimate modifier to help with Viewport playback performance, but there are issues with that so it's not ideal.
Thank you so much for the great information Pierrick!
You're the best!
I hope you have a great rest of your week!
Lemme give you a WOO:
WOOOOOOOO!!!!!!!! 😃
what are the issues with the decimate modifier? I'm curious.
@@Authintix Hello!
Sorry for the late reply. I didn't see the notification until now.
The problem is that, in some cases, to reduce the polygon count to see a noticeable increase in Viewport performance, a significant amount of decimation must be applied to the point that it can destroy the look of the mesh. Unfortunately, when that happens, no amount of subdivision, applied through a subdivision modifier, will make the mesh look good again in the final render.
Normally, I only really have an issue with polygon counts when I import very high poly hair. Then I can apply the decimate modifier a good amount and see a noticeable improvement in Viewport performance. I just have to be careful that I don't destroy the look of the hair in the process.
I hope that make sense and I hope you have a great week! 😃
After watching your amazing rigging course and later the alive course I've tried to learn and understand how did you organize your rig UI so nicely. Do you have a tutorial on how to set up the "snap utilities" like in trident character, the "tweak leyers on/off switch" and organize your rig properties into tabs, not to have all the properies in one long collumn but in tabs that you can roll up and hide. It is wayy more comfortable to work on a rig that has that kind of level of organization in the UI. I hope you can help me with that
I did something similar to this before. You’re a fantastic artist Pierrick!
I didn't understand how you are going to change the cut mesh for the high poly mesh. Can you explain more on that please.
nice...well explained and thought out. definitely a good workflow. yes there is lots to do but it does help.
such a weird trick, i love it
Thanks Pierrick, my gaming laptop is saved.
😅 you’re welcome
This is awesome! Is there a name for this technique by chance? I'm making an add-on to automate this proxy rig generation, but it took me forever to find videos on this.
Great workaround! Thanks so much for sharing!
Good concept. I believe this can be done by making an addon. Powerful AI nowadays makes developing an addon really fast.
Great tip. So is this why the Rain rig and Rocket girland others as so slow to work with?
Those two are unfortunately virtually impossible for me to use.
Great contribution. Great tutorial. You have my like Thank you so much. Greetings
I was just searching this topic yesterday! Drove me crazy I spent $1600 building this PC for moderate blender use, nothing crazy, and my viewport animation with just an armature is 8 FPS lol.
So building a super PC cant solve the "real time viewport animation"?
@@3duConstantino I don't know. I just have experience with my budgeted build. Some guys in my class have video cards that cost more than my whole PC and think they do a bit better.
Very useful ,thankyou !!
Thank you 😢. Thank you. Thank you.
Great tip, but Blender can handle multiple characters on screen at once with the proper machine. A poor CPU is the main reason for low FPS in Blender with animation because of the rig calculations. Pro Tip: Try the new Apple Silicon machines some are very inexpensive (M1 Mini). I know several Blender animators who have made the switch because of the animation performance boost.
Optimisation through hardware is not optimisation.
@@PierrickPicaut_P2DESIGN Very true and I love that saying. But I do know that viewport performance is something the devs are really pushing for, at least for the ARM version of Blender.
The Apple devs just finished a rewrite that included the Metal backend which significantly increased Eevee and Solid Viewport performance on Macs.
Not trying to sound like an Apple commercial here :), just trying to give a heads up about animation performance with Blender.
Love your work and tutorials!!!
@@dropbars 😃 thanks for the Infos
Nice tip!
It would be great to have a tool I use in Maya but in Blender... Rigbits where from defined weights you can slice the model and the tool automatically parent each sliced mesh part to a bone.
I guess someone will do an addon soon 😄
Please create a video on how to animate interaction (eg: fight scene)
Pierrick is it possible to have a tutorial on how to rig a bird's?
Brilliant and simple. I like :)
Fantastic video. What difference does it make in speed. Thank you for sharing. This will be a breeze with GN.
It’s drastically faster.
I’d love to have feedback from you in this method
what is your PC spec ?
me: cries in character with several layers of clothing
Amazing! 1 Trillion likes we went bigger!
that's a smart trick
omg thats why in my animation school they had an object that was divided in "slices" like that...bruuh
is by doing this will reduce rendering time? i just curious
btw this is a nice tutorial, thanks man!
this helps a lot!
Woww ! Very useful tip !
2:39 I'm out here using a pepsi man rig I got from Sketchfab 😅
But anyways, this video has really helped me a lot and I want to thank you alot!
is this a normal modfier viewport performance problem for all 3d Animationprograms...?
or can this optimised , or handle modern on the edge Programs it better. ?
f.e. Cascadeur 3d, MAYA ,etc...
p.s.nice work as always..
Ahh, so that's why when you see some screenshots of models from big productions they look like they have been sliced and diced. It because they have been. There are actually a number of other things one can do with much less pain and still likely get real-time playback, even going from Blender 3.4 to 3.5 was actually a significant viewport speedup. I covered these in my own video a couple of weeks ago: th-cam.com/video/WXwgwddlD-w/w-d-xo.html
or... duplicate mesh, add decimate modifier on top of other modifiers, make it really low poly, apply... welcome
Sure but you won't get the same result.
Both in performances and preview fidelity.
On my very first professional experience
thanks 🙏
what is this process called? i mean is there any name to cutting your model in order to optimize the rig? i want to search more about it
thanks
You said you have a corrective rig/bones. Can you direct me to a vid on how to setup inner elbow weight fix - that can be exported to UE4? (I think I learned that Constraints dont export, unless baked into an animation. But I need a rig (SK mesh) with no animation > to import into UE, then I can import animations that use that Rig (weight paints). But I need the elbow fix to work for any animation (one that doesnt have key frames make for the specific corrective elbow bone).
Im thinking I need better (smarter blend-choice) weight painting at my elbow joints... but I dont know the exact design. And I have many layers of clothes, Id have to copy that weight change to all meshes. So I need the correct answer first... Ty.
So, I'm curious to know, is your original rig for this character optimized the same way, or did you figure out how to get faster frame rates without creating a proxy? Can you please show us how you get faster FPS without creating a proxy rig (if that's possible)?
My models are mid poly and I don't use modifiers, that definitely helps, like game models. High density and modifiers will slow down your rigs.
Great tip for the proxy mesh! Can this work with bendybones? (I assume it works pretty okay if it's only used for twist bones, but more complex toony motions wouldn't work with this method)
Say Hi to your kitty for me! 🥰
Sometimes my Ik bones lagging. I think it's because bone constraints. When I remove those constraints it fixes but I need them for things to work. You may have answers for that thanks.
Cyclic dependency.
Your A bone is probably influencing a bone that influences the A bone
Hi!, Im interesting to buy the Alive course but I have some a questions, can I follow the course with a characther that use riggify or is better use the characther provide by Pierrick?
Wouldn't using decimate modifier & applying it be a better & faster solution?
Not performance wise.
Did you watch the video?
@@PierrickPicaut_P2DESIGN Yes, and I've shared it with a friend that does some rigging and both of us don't understand how decimate wouldn't be a better & faster solution. What we'd like to know is more specifically why would this be better than just decimating to very low poly?
@@TrueXiarno you may lose readability in the silouhette and on top of this you are still calculating deformation. That’s the main problem.
Now, there is no rule of thumb. I’m a lot of case decimated model will solve the problem.
But model split, computation wise, might be better in most cases
hello i want to buy the course about animation for a friend, how may i do that?
so this is why unity or unreal plays the animation smooth?
reminds me of akeytsu where the program itself is like a game engine and runs smooth.....
How do you simultaneously perform operations and display the keyboard on the screen? Could you please give me the name of the software? Thank you.
It's the addon screen cast keys
github.com/nutti/Screencast-Keys/releases/tag/v3.0
Nice
So do u then animate on the low poly model? How do you transfer the animation to the other rig
isn't there an addon that does this
Some heroes don´t uses cape....
Un like, un commentaire et on est bon 😁
Super!
Merci
👍👍👍
Is there a good reason why you put the armature modifier under the subdiv modifier?
It was just an example. To slow down the viewport performances.
But, generaly, you put the martmature first
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