Lagging issue after parenting a rig to a mesh

Hi,

I’m facing a bizarre issue where if I parent a rig to a mesh, and then in pose mode when I try to rotate the armature, the rotation seems to be lagging a lot but the overall interface seems to be working fine, which otherwise, I don’t experience prior to parenting the rig to the mesh. It’s just the issue with the rig after I parent it to the Mesh.
Kindly help!

Thanks.

maybe your mesh is very high poly and it takes time to calculate?

Hi @moonboots,

Thanks for the quick response, but on the contrary the mesh is quite simple, I would have understood had the mesh been a high poly.

maybe share the file? (at least a part of it)

I’d love to but it says new users cannot upload attachments…, is there any other way?

upload here and share the address: https://pasteall.org/blend/

I’m facing size restriction my blend file is > 24 MB

or use https://wetransfer.com/ send it to yourself and share the address

it asks an authorization :wink:

Could you please try once again, it should be working now!

Even without a file, what I’d say from your description is, check for dependency loops. Open up a console window and look for any dependency cycle warnings, then fix them.

Oh, you do have a file. And I don’t see dependency warnings.

But your mesh isn’t weighted, and it’s not the sort of mesh that will work well with autoweights, and it’s ridiculously vert dense (650k verts for what should be under 10k tops) and trying to autoweight it takes so long that I just killed the process.

When I use different techniques to weight the model really quickly, there’s no more lag than I’d see with trying to use an armature to pose any other 650k vert model.

Solution: don’t use so many verts.

Actually my goal was to create a body on which I would apply a subdivision modifier to make it look the way it is in the file, and then join rest of the body parts to it. The issue that I was facing here is that if I don’t actually APPLY the subdivision modifier, I wasn’t able to join the rest of the parts without them being a subject to the modifier (which isn’t my intention here). So after applying the modifier I was able to carry out my intentions but on the contrary it increased the number of vertices on the body by a huge number.

So, I’m unable to think of any alternative way to get it done, only if you could help me out, either with a demo file or explaining your ideas here.
Thanks.

You don’t have to join the parts if you don’t want.