Faster Rigs

hi guys

i have two questions about making a rig that is low on computation..

does cutting off the head and creating blendshapes from it and then rmoving all the other part of of the body from the blendshape's membership helps in reducing the computation.??

and which of these two are faster utility nodes or setdrivenkeys??

pls guys anyone reply may be jooja can help

1) Yes

2) Utility nodes are much faster, considering they are straight-through connections. No/very few calculations required.

1) Yes and no, it does make them slightly faster but then bringing the pieces back together slows this down so if you use a separate head as proxy then yes buit if you build it back down to a full shape then no. Mainly because blend shape is multi threaded and mch more optimized than combine. You can however use relationshop to limit the affect but this does not bring any nameable benefit because the entire mesh is iterated anyway.

2) depends, you cant say that utility nodes are faster as the anim curve is itself a utility node (sdk is justa anim curve), it depends, aniam curves are perfectly sane and very fast especialy in playback but do use some etra memory. It all depends on how complex things get. Certainly for linear dependencies a multiply node is faster but it might not be if you need to offset things and then have nonilnear dependency.