beeemtee Posted August 25, 2010 Share Posted August 25, 2010 Hi, I'm working on a character rig, in which secondary motions are driven by CHOP networks which are a bit slow to cook during posing and previewing. My question is how can I disable the cooking of these networks with a single switch on the character asset? What I've tried so far: - link the toggle to the 'Active' toggle on the Export op at the end of the CHOP net - switch to non-deformed variants of the geometry which are completely independent of the CHOPs Unfortunately non of these techniques worked for me. The only working solution is to bypass the CHOP nodes manually, but I don't know how can I control bypass flags from the asset interface.. thanks in advance bmt Quote Link to comment Share on other sites More sharing options...
mawi Posted August 25, 2010 Share Posted August 25, 2010 Hi, I'm working on a character rig, in which secondary motions are driven by CHOP networks which are a bit slow to cook during posing and previewing. My question is how can I disable the cooking of these networks with a single switch on the character asset? What I've tried so far: - link the toggle to the 'Active' toggle on the Export op at the end of the CHOP net - switch to non-deformed variants of the geometry which are completely independent of the CHOPs Unfortunately non of these techniques worked for me. The only working solution is to bypass the CHOP nodes manually, but I don't know how can I control bypass flags from the asset interface.. thanks in advance bmt Cant you just bypass it with a switch node? Quote Link to comment Share on other sites More sharing options...
beeemtee Posted August 25, 2010 Author Share Posted August 25, 2010 uhh, ohh.. yeah, a simple channel op and a switch at the end of the CHOP net did it.. thanks and sorry for polluting.. I really don't know why didn't I did it this way first.. bmt Quote Link to comment Share on other sites More sharing options...
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