Maybe you could apply the world-to-local matrix on the deformer? instead of bringing all the points to world-space and then applying the deformation, see if it's less computations to bring the deformations into local space. It might not be feasible, depending on what your deformer does...
- Ofer www.mrbroken.com On Wed, Jan 26, 2011 at 4:37 PM, hotchpotch <[email protected]> wrote: > I’m creating a basic deformer using the python api (Ma\ya 2009) - the > simplest way to get it working the way I want is to convert the in > mesh to world space using the local_to_world matrix supplied in the > deform method inside the geom iteration loop. This all works fine - > except that it really slows down the plugin. Is there any way of > getting MItGeometry’s .position function to return in worldSpace? The > default is in local space - and the subsequent matrix mults to and > from world space seems to add an silly amount of time. > For example on a 10k vertex mesh the plugin runs at 15fps if I set it > up to use localSpace - but at 10fps using worldSpace - mainly because > I have to convert every point position within the iter loop to > worldSpace and back - whereas if I keep things in localSpace I can > cull a large proportion of position values before doing the > deformation calculations. > > any help gratefully received > > -- > http://groups.google.com/group/python_inside_maya > -- http://groups.google.com/group/python_inside_maya
