Archived post by blacknye

I’m reading through this now, I’ll share some of my insights/experiences too in a bit. We’ll struggle together haha.

> plug the skeleton into the autobilder – says that left side does not match the right but doesn’t tell me what exactly is different * For this particular warning, you can probably ignore it. I agree with you though, it would be really nice to have more details. This warning even pops up when testing the autorig builder on Electra and Otto.
* Since you’re using a mixamo skeleton. I’d make sure to clean up some of the transforms and naming. On the fbx import nodes, make sure to check ‘Normalize Joint Scales’ and ‘Remove Namespaces from Joint Names’. I’d also do a string replace for names containing ‘Left’ and ‘Right’ and replace them with` ‘L_’ and ‘R_’`. Remove the fbx attribs. It probably has a bunch of ‘end’ joints too, I’d blast those or tag them so you can easily hide them later when configuring controls
> takes a couple of seconds to enter the rigbuilder state and then even the state feels a bit sluggish (wasn’t apex supposed to be fast?) * There could be several causes for this, some apex, some viewport, vulkan, opengel, etc. Hi-poly geo, viewport lighting, scene antialias samples. Resetting the viewport can help too.
> dropping components feels nice and powerful but the worldspace controls are finnicky // ie can’t toggle on a click, have to drag, and you eventually drag away from the toggle and the controls close…. * For the ik/fk toggles, you should be able to just left-click on it instead of click+drag, click+drag brings up the on/off switch but that action isn’t needed when switching between ik/fk.
> names of those controls are also not helping * You can rename the controls using a the post process tab in the configure controls sop. If your controls have long names with the mixamo: namespaces, I’d recommend cleaning those up before you even get to the apex stuff.
> and some random things here and there – ie I drop the foot component and the hole rig collapses…. * I’d have to see the skel/hierarchy in your file, I haven’t experienced that behavior.

Just wanted to show the affect polycount still has on viewport performance. I think it’s important to be mindful of this and still use good practices. Also, I find opengl to have better performance over vulkan in this particular case.

@nikolad8022 I’m posting a video below and a scene file that might help you so you can see once you do the setup and cleanup on the mixamo skel before diving into apex, it’s pretty stable:

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20265605/31/26/apex_polycount_opengl.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20265605/31/26/mixamo_prep_for_apex.mp4
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20265605/31/26/mixamo_prep_for_apex_v001.hiplc