Is there a chance that it's a memory issue?
I wonder if doing polyUniteSkinned 30-50 pieces chunks, and then
polyUniteSkinned those intermediates chunks would speed up things.

2015-11-05 15:35 GMT+01:00 Aren Voorhees <[email protected]>:

> I didn't have much time to try this out yesterday, but I can see what you
> guys were saying now - 1 mesh = 1 skinCluster node.  So if I want to
> collapse all those skinClusters into one, I need to merge all the meshes as
> well.  It's pretty cool that they added the polyUniteSkinned command, as it
> does what I need, I just wish it was faster.  I wonder if there is a faster
> way to do it with the python api or C++?  More learning is needed!
>
> The only other idea I had was to create the joints based off the mesh
> position, then combine the mesh, then create a single skinCluster and
> one-by-one add the joints...the only trick there would be making sure each
> "chunk" of the mesh would be skinned 100% to the correct joint.  I'll give
> a try and report back whatever I figure out!
>
> On Wednesday, November 4, 2015 at 2:05:06 PM UTC-6, Aren Voorhees wrote:
>>
>> combi, thanks for the help - I tried setting the constructionHistory flag
>> to false but that didn't seem to make any significant difference.
>> Currently it takes about 1:20 to do 1000 meshes which is a lot slower than
>> I'd like.  It is the combine at the end that is taking so long - without
>> that it's only about 15 seconds.
>>
>> Marcus, your're close, but what I need to do is bake a dynamics
>> simulation on a bunch of meshes to joints.  So for each mesh in the sim, I
>> need one joint, and I need to essentially copy whatever keyframes are on
>> the mesh to it's corresponding joint.  I have it working, but without the
>> combine, I'm left with individual skinCluster nodes for each mesh, meaning
>> I might have 1000+ skinCluster nodes in my file which I'd like to avoid.
>>
>> On Wednesday, November 4, 2015 at 11:45:14 AM UTC-6, Marcus Ottosson
>> wrote:
>>>
>>> You can of course use the skinCluster -e -g “anotherGeom”, and it will
>>> “deform” this geometry, but it is not supported by the node.
>>>
>>> Ah, yes you’re right. I was confusing this with skinning a combined
>>> mesh. Sorry to have made you dig up all of those links. :)
>>>
>>> I’ve experimented in the past with a “fan-in-fan-out” sort of approach
>>> to that, where meshes were combined and then separated before and after a
>>> skinCluster node, but can’t remember whether it actually worked. There was
>>> issues with point numbers changing I think, though that seems fixable. But
>>> I suppose that’s quite off topic!
>>> ​
>>>
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