Why when I’m creating IKsolver constraint, and move the target out of bones reach, the performance of the whole scene drops crittically. Can anyone tell me why is that happening and how to fix this?
AFAIK, you can’t correct this since the calculus equations behind the ik calculations need to work extra hard when the solver is out of range in order to have an optimized deformation.
I have also noticed that incorrect parenting can really degrade the speed at which the armature responds to posing. For instance if you have a group name assigned to a mesh but forget to assign a set of vertices to that group, then parent the mesh to the armature…bam! Sluggish as ever…