Are there any tools or options to help troubleshoot performance? When using blender, every few seconds I get a split-second of lag. This interrupts any smooth movements, like transforms, or scrubbing sliders and gets very irritating. I assume the problem is related to a script or addon, but I have a ton of those. I also get a bunch of dependency cycle and constraint errors popping up in my console, so it could also be one of those areas (but the rig isn't actually in use, and I've had the same rig for ages and this problem is new.)

I can of course start trying to figure it out through trial and error (turning things off and seeing when it goes away, then turning them back on until it comes back), but i'd also like to know if there's any tools to help with that. I need to figure out which script is causing it, or what part of my rig(s) is doing something when it shouldn't. Is there anything I can do?

  • $\begingroup$ My suggestion is to focus on the covid dependencies. They are most likely what causes the lag, and they can really screw up any animation $\endgroup$ – Frederik Steinmetz Apr 6 '20 at 7:39
  • $\begingroup$ Can't edit on tablet. Cyclic, not covid ofc. $\endgroup$ – Frederik Steinmetz Apr 6 '20 at 7:41
  • $\begingroup$ @FrederikSteinmetz None of them should actually be real dependency cycles. I'm using Cloth Sim and collision objects. Some items have both. It seems to be listing garments that have both as being dependency cycles with each other, even though this is normal use of cloth sim. There's a lot of places where it mis-identifies dependency cycles, like it can get confused between objects and data. $\endgroup$ – Ascalon Apr 6 '20 at 18:25
  • $\begingroup$ Since you found the dep. cycles, I assume you have opened the console? Does the lag include the mouse cursor? Does it only happen in that project? Does it happen when you play your animation, but leave the mouse alone? Context is important here. $\endgroup$ – Frederik Steinmetz Apr 7 '20 at 9:52
  • $\begingroup$ I'd have to badly mistaken if you can mix a "regular" collision with a cloth sim on the same object. How is this supposed to be calculated, which cloth object gets first deformed and then collides and which one collides first and then deforms. $\endgroup$ – Frederik Steinmetz Apr 7 '20 at 10:21

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