Is the geo connector faster than follicle?

You tell me!

Per discussion above, from 2016-on, they’ve confirmed (and I’ve seen first
hand) they drop the evaluation graph back to a single thread during
evaluation (which you can confirm for yourself by profiling the evaluation
of your rig)

Any idea whether the MAYA_RETAIN_PYTHON_GIL has any effect on this?

   -
   
http://around-the-corner.typepad.com/adn/2016/07/avoid-dg-evaluation-caused-by-mayacmds-when-there-are-python-custom-nodes-in-the-scene-in-parallel-mode.html

​

On 21 May 2018 at 05:48, AK Eric <[email protected]> wrote:

> Having been in touch with the Autodesk devs directly, I no longer use *any
> *Python-base scripted-plugin-based *nodes *since Maya 2015 (Maya 2016
> introduced the multithreaded evaluation graph):  Per discussion above, from
> 2016-on, they've confirmed (and I've seen first hand) they drop the
> evaluation graph back to a single thread during evaluation (which you can
> confirm for yourself by profiling the evaluation of your rig), based on
> Python's GIL : I still make scripted plugin based *commands*, they're
> fine.  But if you want a performant plugin-based *node*, you needs to be
> making it via the c++'s.
>
> BTW, this makes me personally sad since I love Python, but I completely
> understand the reason behind it: Python as Maya implements it simply isn't
> multithreaded.
>
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