comet poseDeformer for maya 2016

david | maya,plugins | Saturday, May 9th, 2015

Another maya version, another plugin update. When I updated the archive I noticed that it contains a version from 2005 that works in maya 5. I wonder if anybody in the world is still using maya 5. From what I can tell, people still use the poseDeformer though. For 10 years I've been able to recompile against each new maya version with minimal to zero changes to the source code. I'm not sure how much longer that will be true. With 2016 comes viewport 2 and parallel evaluation as new defaults. The poseReader cone does not display in viewport 2, and performance of the deformer may actually be worse in parallel evaluation mode than it was before (I may be jumping the gun on that last conclusion since I'm still in the early stages of testing, so let me know if your results prove otherwise).

You can grab the update from my downloads page. Its windows only so far. If anybody wants to send me builds for other os's I'll add them to the archive. Alternatively if anybody wants me to link to versions they are hosting, then I'll do that too.

2 Comments »

  1. " (I may be jumping the gun on that last conclusion since I'm still in the early stages of testing, so let me know if your results prove otherwise)"

    Any follow-up on this testing? I'm curious if it does, in fact, take a performance hit, and how so.

    Comment by Mark_Neil — March 30, 2016 @ 7:42 am

  2. Its almost a year since I wrote that. I've been using maya 2016 in production for most of that time, but I do not use the poseDeformer any more so I dont have any insights there. I do use the poseReader though, and also a weightNormalizer plugin which is based on code derived from the poseDeformer and both work well in 2016.

    Performance in 2016 has to be considered with regards to the new evaluation manage which broke many of our usual workflows and rigging systems. I won't go into specific details here, but I could sum it up generally as follows:

    If a rig is built to take advantage of the new parallel evaluation, then there are considerable performance improvements, especially in heavy scenes with large numbers of characters, but rigging setups that worked prior to 2016 are now slower - much slower - and in some cases cause maya to crash. Fortunately you can turn off the new evaluation manager and maya operates almost the way it did in 2015. In fact for some rigs in some scenes turning off the evaluation manager improves interaction and playback speed.

    If anyone is interested I can go into more detail, but I have learned over the past 6 months that it is actually difficult to generalize and often debugging specific scene problems in 2016 is both frustrating and time consuming.

    Comment by david — March 30, 2016 @ 11:59 pm

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