Thanks for the suggestion Marcus that sounds ideal. We've been using an additional point constraint to the motion path to remove the non-deterministic element of the geometry constraint, needless to say its dirty hack.
On Thursday, 22 September 2016 12:55:17 UTC+1, Marcus Ottosson wrote: > > The geometry constraint is slow, but more importantly it is > *non-deterministic* - as in, it could produce different results across > multiple runs, without telling you about it. > > As a solution to both this and your performance concerns, I might > recommend using a pointOnSurface, follicle, or something like it, to > constrain your wheels. As each wheel has a fixed offset from the ground > (i.e. the radius), you could simply constrain the transform and offset it > by this value. Performance, especially when using a follicle, should barely > be affected. > > I did this once in the past on wheels for a series of bicycles. If you are > also looking to have your wheels deform on ground contact, you could simply > offer the animator an "offset to the offset" where this delta is connected > to a deformer of sorts - such as a child lattice of each wheel. > -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to python_inside_maya+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/4db78a70-a56c-46e4-a2e5-fbd2edaa8509%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.