Performance and Skeleton Selection


Animation Performance

The animation performance panel shows what fraction of the available thread processing the incoming packets are using, the present queue length of packets waiting to be used, and the incoming timecode on the packets. These numbers update once per second when video is running.

The incoming animation timecode is also displayed on a per-frame basis in the screen text next to the video timecode, with the ‘Animation’ description.

Missing Nodes

Previzion builds a fast lookup table when receiving animation nodes, to make the process of transferring animation data to the scene faster. When a node that is not part of the lookup table comes through, Previzion searches the scene to add it.

This can cause a problem if the scene being used to transmit animation data has nodes that don’t exist in the Previzion scene, as Previzion will search the scene every time that the unknown node comes through. This dramatically slows down performance. To provide a warning, the Missing Nodes light will go on when a Prelink animation node is received that has no match in the Previzion scene.

Packet Monitor

When clicked, the Capture button will begin recording incoming animation packets until clicked again to stop. A dialog menu will come up to choose the name and location of the resulting text file.






Transmit Only Skeletons

Since the geometry of a character is parented to the skeleton, it is wasteful to transmit the geometry transforms in addition to the skeleton transforms.

To select only skeletons in Motionbuilder, select Display->Models Visibility in Motionbuilder, and uncheck everything except Skeletons. This way, the skeletons can be quickly selected and added to the transform list.

Make sure that any parent transforms are also added, by verifying the transform stack in the selected skeleton goes all the way up to the scene root.