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Do this to optimize your rigs' performances in Blender 👀

Discover how to improve your character rig in Blender to get real time playback in your 3D viewport when animating. 🎁25% discount on Yan's courses till may the 7th🎁 YanSculpt courses : https://gumroad.com/a/669449939 code : SPRING_BREAK_25_OFF_SUBSCRIBER 🔥 Discover all my courses and free assets on P2design Academy🔥 👉 www.p2design-academy.com ------------------------------------------------------------------------------------------------------------------------------- 🤸‍♂️ Blender animation course 👉 https://www.p2design-academy.com/p/alive-animation-course-in-blender 🦴 rigging course 👉https://www.p2design-academy.com/p/the-art-of-effective-rigging ------------------------------------------------------------------------------------------------------------------------------- ❤Content I love from CGBoost ❤ 👀New course Cubic World 👉 https://academy.cgboost.com/p/cubic-worlds?affcode=206256_iuncw0wh 👶Start learning blender today 👉 https://academy.cgboost.com/courses/blender-2-8-launch-pad-1?affcode=206256_iuncw0wh 🖌Learn Substance painter fundamentals 👉 https://academy.cgboost.com/courses/substance-painter-launch-pad?affcode=206256_iuncw0wh ------------------------------------------------------------------------------------------------------------------------------- 🔔Follow me on🔔 twitter : https://twitter.com/pierrick_picaut Instagram : https://www.instagram.com/pierrickpicaut/ artstation : https://www.artstation.com/pieriko http://www.p2design.eu/ ------------------------------------------------------------------------------------------------------------------------------- 00:00 intro 00:29 Why is a rig slow? 02:31 Optimize your rig 06:02 Final result #blender #3D #animation #rigging ------------------------------------------------------------------------------------------------------------------------------- Disclosure: Some of the links above are affiliate links, which means that if you choose to make a purchase, we will earn a commission. This commission comes at no additional cost to you. We only recommend products that are helpful and useful, not because of the small commissions we make. Please do not spend any money on these products unless you feel you need them or that they will help you achieve your goals. *Copyright Disclaimer Under Section 107 of the Copyright Act 1976, allowance is made for "fair use" for purposes such as criticism, comment, news reporting, teaching, scholarship, and research. Fair use is a use permitted by copyright statute that might otherwise be infringing. Non-profit, educational or personal use tips the balance in favor of fair use. No copyright infringement intended. ALL RIGHTS BELONG TO THEIR RESPECTIVE OWNERS*

Pierrick Picaut

9 months ago

- Character's rig, no matter how powerful your computer is, can get very laggy real quick. Often enough, you can no longer get a real-time playback in your 3D viewport. And that's one animator's worst nightmare. I'm Pierrick from P2design, and in this video, I will show you how you can drastically improve your rigs' performances. Let's get started. (Pierrick kissing cat) (screen whooshing) (tranquil music) Before we try to solve the problem, we need to understand it, and this is the problem we w
ant to solve. We have a simple animation of the cube and the frame rate is below 24 frame per second. Now, this is not exactly a simple cube. This is a cube with a lot of subdivision and a vertex count of almost 900,000 vertices. So you may think that I'm totally dumb and the solution is to use the real cube and we are done. But if I now switch to another cube, you can see that my frame rate is 24 frame per second, and we have a smooth animation but this one also has almost 900,000 vertices, so
I may not be so dumb in the end. So if it's not the dumber of polygons, and those two cubes use the same rig, what makes the difference? Let's have a quick look to the rig. It's made of three bones, a squash and stretch bone, a root bone and one deformation bone. And both cube are using the same rig. Checking the red cube, we can see that it has a subdivision modifier with a label of six subdivisions and it has an armature modifier. It's bound to the armature using only one deformation group, co
rresponding to the deformation bone in the middle. If we now check the blue cube, it also has a subdivision modifier with a level of six subdivisions, but it has no armature modifier. The cube deformation is driven by the bone as the cube is a child of the bone. And while there's no visual difference between the blue cube and the red cube deformation wise, the way these deformation are calculated is pretty different. The red cube uses an armature modifier to deform. On each frame, the position o
f each of vertices is calculated based on those modifiers, while on the blue cube it's child and parent relationship, and those deformation are calculated at the object level. It's like scaling and moving the cube object instead of moving each vertices separately. So how can we apply this to a character rig? As an example, I will use my character rig trident from the course "Alive!" You can also get this rig for free on P2design-academy.com. The first thing you want is to put your armature into
rest position. This way, you're sure there is no transformation applied to any bones. And if you have an action active, just close it. Now what we do is to jump back into object mode, select our character object, and duplicate it, and move it to a new collection. It's important to separate your object in different collections. The idea is to be able to deactivate the collection in which the slow object is. If you just hide the object, you won't get that much performance improvement. But if you d
eactivate the collection, then the object is no longer calculated at all, and you get smooth animation. Once your mesh is duplicated, you can give it a more relevant name, like Trident Low Poly or whatever. And then the idea is to remove the modifier that slows down the 3D viewport. In our case, the subdivision modifier, and the armature modifier. Then you need to show only the skin and bone or deformation bones. On this rig, it's the very first layer. I have some corrective bones but I will onl
y be using the main deformation bones. From there, as I see my rig in transparency, I will tap into edit mode and the idea is to separate your character in different objects. So basically, I just follow the topology of the character and I try to cut him in different slices. Double clicking to select a loop, then pressing V to reap the vertices. Once two loop are reaped, I can press L to select the vertices in between, and P to separate them. I now have a new object and I will repeat the process
for all the bones along my character's body. So it's a bit of a tedious process and I let you know how much time it took me to prepare the rig in a few seconds but believe me, it's worth it. I worked on a project where it was such a pain to animate because I couldn't reach a real-time viewport playback. And we used this method and it was such a joy afterward. So the little time spent here will definitely be worth it later on. Then you should give each part a relevant name. That's why I display t
he different bones' name. I will give all those objects the same name as the bone. And once you are done with that, first, select one of the object, then the armature, and go into pose mode. Then press Control + P to parent the object to the bone and choose Bone. Now, you don't need to go back and forth into object mode to be able to select the other object. Just use the outliner, then select the next bone. Press Control + P and choose bone. And you'll need to do that for all the separated piece
s of your character. Now, there's one exception. I advise you to keep your head rig separate. So basically, just separate the head of your character and give it an armature modifier. Separating the face in small pieces is really not ideal, so I keep the head as a classic rigged mesh but the other part of the body will be children of the different bones in my armature. Before I show you the final result, I just wanna let you know that my friend Yan, also known as YanSculpts, is back on YouTube an
d is running a sale on his Gumroad. He has great courses to learn character sculpting and character modeling in Blender. You'll find an affiliate link in the description below. And by supporting him, you are also supporting my channel. Use the code below to get 25% off on all his products. Converting and parenting the model took me 35 minutes. If I play the animation on the example rig, I get to about seven to eight frame per second. Note that this is a test rig. The original rig is optimized fo
r the best performances. Now if I switch to our proxy model, I get a real-time playback without any problem. So next time you build a rig, once you're done, if it's too laggy, just think about this trick. I'm sure you already spotted this kind of geometry on this kind of character. In feature film breakdowns, you can use the proxy model for almost the whole animation process. And when polishing, you can switch to the high poly model. This is the end of this video. I hope you enjoyed it and I'll
see you in the next one. (tranquil music)

Comments

@PierrickPicaut_P2DESIGN

🔥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

@keYserSOze2008

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.

@bigboss9150

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

@wheany

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

@bayroot7385

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.

@HiddenForbidden2

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.

@richstubbsanimation

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! 😭😭

@deadeyeanims8980

this man is helping the future of entertainment hell yeah

@GANONdork123

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.

@SplitPaint

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!

@Quadmyke

This is an amazing technique, thank you!

@FancyFun3433

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

@francescocalvi7096

Great workaround! Thanks so much for sharing!

@Butterbilk

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.

@SpencerMagnusson

Solid thumbnail, just - chef's kiss 👌🏻

@thaolinh2637

Woww ! Very useful tip !

@kiprotichtony7561

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

@user-oe9yh3or4u

Woah, this technique look super strong! Thanks for sharing!

@Saiky_

Oh incroyable la vidéo tombe à pic merci mec tu gères de fou

@juncando

Fantastic Idea. I will definitely have to try this out.