yoli
New Member
Posts: 11
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Post by yoli on Jan 20, 2019 13:27:42 GMT
Hi, I have a model split into several parts and the count of polys is quite high (about 900 KP). I know it shouldn't be like this but for reasons too long to explain, this is the way it is. I can understand RizomUV handles some things slowly in this case, such as packing or unwrapping, but there are operations that should be less impacted by the poly count. For example moving an island is almost not operable as it is extremely slow. Path guessing during selection is also quite slow but still usable. The main issue I am having is with moving islands, it is incredibly slow even for islands with very few polys and I do not understand why. It seems to me RizomUV is doing much move than simply translating vertices when moving an island, it is doing operations whose complexity is encompassing the whole model. I thing there is a design issue there, such operations should be handled at the end of the move operation and not during the move.
Update: there is a workaround: isolate the part to move/scale/rotate then the operation is running at normal speed.
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