#Bones Pro 1.5
It is true that Bones Pro 1.5 has many benefits over version 1.0, but the
problem still remains that if you scale or rotate a bone after the hierarchy
has been set up you have to unlink, reset X form, relink in order to get the
correct deformation, otherwise Bones Pro goes wild with the object vertices.
Another problem is the amount of information that Bones Pro needs to store for
each object. I have 8 chromatids in an 3075 frame animation and it takes about
8 minutes to JUST save the data for each. That is over 88 minutes just trying
to save the data.
Also the project was 7M before but with the inclusion of the Bones Pro
data(which is stored in the actual project) the size increased to 19M, nearly
three times it's original size!
So my project file is way too large 19M, alot of instancing is used so that the
ACTUAL project size in memory when a rendering is started is over 80M(+800,000
faces). On a 64M Pentium 100Mhz it took over 50 minutes to render a single
frame due to the amount of disk swapping.
So I decided to go back to Bones Pro 1.0. So unassigning the Bones Pro AXP from
the chromatids, so they had no AXP and then saving the project should get rid
of all the information that Bones Pro saved in the file, right. No! The AXP
Info is still stored in the project file even if there is no AXP using it, so
my project file has over 12M of data that no IPAS is using.
How can you get rid of this unwanted information? I unassigned the Bones Pro
AXP, saved them only to a 3DS file using Save Selected, then deleted the
chromosomes in my project file, then saved the project file also. I then merged
the chromatids 3DS file into the main project. This got rid of the redundant
AXP data, but it was a workaround and I'm hoping someone else has a better
idea.
DaviD "Modify/Object Attributes/Spring clean" GouID