Hi,
I built a rig whose speed is between 40 and 50 fps in playback. When I
started to use follicles, even by using a low res driver, the speed goes
down dramatically(to 10-15 fps in playback). Therefore I decided to give it
a try to build my own node to create some kind of vertex constraint. The
idea is to take in a mesh, the index of the vertex to attach the object to,
and outputing the world position of the vertex.
Unfortunately what I made is even slower than maya's follicles, I was
wondering if there is something obviously wrong I am doing or if that
depends on the fact I used python rather than c++. I attach below the
compute method of the deformer. If anyone could help to optimize it to
speed it up would be great!
def compute(self, plug, data):
input_geometry = data.inputValue(Vertstraint.input_mesh).asMesh()
fn_input_geometry = OpenMaya.MFnMesh(input_geometry)
index = data.inputValue(Vertstraint.vertex).asFloat()
vertex_position = OpenMaya.MPoint()
fn_input_geometry.getPoint(int(index), vertex_position,
OpenMaya.MSpace.kWorld)
output = data.outputValue(Vertstraint.world_position)
result = OpenMaya.MFloatVector(vertex_position.x,
vertex_position.y, vertex_position.z)
output.setMFloatVector(result)
data.setClean(plug)
Cheers,
Daniele
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