Mesh editing painfully laggy after importing body and other morphs -any ideas?

Issue #340 resolved
ByteC created an issue

I’m using Blender 2.92 Beta, Daz Importer -5149e2641c5b. Figure is G8, using Breastcular and Golden Palace.

Using Windows 10, Geforce Studio Drivers from 27.12, Intel 8700k, Geforce 1080.

After importing some morphs, I can’t edit the mesh in a normal way. I have deactivated all possible modifiers in viewport, which brought no speedup. It seems the drivers are causing the lag. In the bone morph panels, there is a button <disable drivers> but it’s not enabled. [Update] When clicking <pose> in the outliner, the disable driver gets active. This makes edit a bit faster but the whole process is extremely slow. I have moved the mesh to another collection and deactivated the original collection, but w/o any speedup.

Is there any other workaround to speedup editing?

Best and tia,

Peter

Comments (14)

  1. Thomas Larsson repo owner

    I don’t know anything specific for editing. Putting unused meshes in separate collections that you exclude may help. For posing you can try to use mannequins, see bottom of this page. For rendering you may reduce the texture sizes. But in general Daz assets are quite heavy and that is a problem.

  2. engetudouiti

    I often edit mesh, but what actually you hope to edit? t it may change , eg you hope to edit driven morph- shape key, or one of jcm . or multiresolution shape etc,,

    if driver is matter, then you only need new shape key, have you tried corrective shape key add on ?

    it first duplicate posed mesh and you can transfer it as new shape key for current posing figure with armature modifier ( I recommend other modifier should be set disable,, ) so I can edit non driver version .

    There are 2 options

    1 (old one) can generate new shape key which change shape as your modfied shape without any other driven shape key. (so you may only see same shape when you pin the shape key)

    2 (new one) can generate new shape key which change shape with keep all driven shape key value. (so basically I use the new option, to change current shape with keep pose and other driver value)

    sometimes it can not generate transfer shape key correctly (for complex mesh), but if you only hope to edit zero pose mesh, basically it may not cause error when you return as shape key.

    do you check your modifiers too? if you need to sculpt with multiresolution, I do not think there is good way,, after all it cause heavy lag.

  3. ByteC reporter

    For parenting/pinning additional ‘external’ geometry I need some additional vertex groups (defining either one or three vertices for parenting) on the mesh. Maybe the best way will be to copy the whole mesh, delete the drivers, add various vertex groups to the mesh copy and transfer these after editing to the character mesh. Will see and have to experiment a little bit this evening.

    Sometimes I fix some verts just by repositioning/scaling some faces or verts or by adding some loop cuts. Anyway, I found a quick and dirty workaround for my first steps with G8 in Blender. Instead modifying the mesh on the hardsurface level by editing

    verts, edges or faces, sculpt mode works fast and like a charm for my needs, either multires or without changing the topo for stills. (I’m more into hard surface, maybe some steps to go and leave my comfort zone…)

    @engetudouiti I have deactivated all bone driven drivers in the main mesh, as well as these stored in golden palace and in the breastcular parts. I moved the mesh into another collection, deactivated the other collections, and of course I have deactivated any modifiers.

  4. engetudouiti

    For me,, I often make too many mesh scene,,(2 character in room with many prop etc)

    then real problem is after all geometry size. . I expected, if material render view mode (eevee) offer good experience than 2.7 but if I edit geometry with eevee, it never work for me with daz heavy scene. so I really need to know over-ride work flow.
    (then keep compact each blend file)

    I often add custom verex group for mesh, to limit modifier purpose,, but not experinece heavy lag . Then I see you means,, vertex parenting of blender , I hope to know do it work with armature modifered deform mesh still? I forgot if it work or not clear,, with armature modifered mesh. earing will follow posed ear,, etc,,… if it work it can be substitue of daz Rigid follow node I feel.

    (I do not remember if add on support it or not clear)

  5. Xin

    I would abstain from using non-stable Blender versions when reporting performance issues.

    Have you tried with Blender 2.91.2 after creating a new .blend ?

  6. ByteC reporter

    @Xin - darn, you’re right, ty! - I have neither lags in 2.83.10 nor in 2.91.x! I forgot one of the oldest strategies - not to use any beta… (and that as a programmer, aaaaaargh! [hey, it compiles - let’s ship it])

  7. Xin

    Oh nice. I also had weird performance issues with some Blender beta versions in the past.

    Mark it as resolved then.

  8. Xin

    Also consider reporting the bug to Blender (try to isolate the issue first, is it editing in general, or editing with drivers, or editing with shape keys?).

  9. ByteC reporter

    Hi Xin,

    first I have to find out what exactly causes the problem. I am using E-Cycles. The problem appeared yesterday and today. I downloaded vanilla blender, and started with factory settings. The problem doesn’t occur.

    Then I started E-Cycles, factory settings. The problem doesn’t occur. I have had a bunch of addons installed, now I have to find out if - A - an addon causes the slow down - or B - if my startup params are/were damaged.

    Have to browse through the blender crash logs / logs first.

    Cheers,

    Peter

  10. ByteC reporter

    UPDATE: I have located the addon which caused the problem: Gizmo Pro Version 1.2.3 and 2.0 Alpha (both versions lead to this problem) . I have informed Max about the issue.

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