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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