Thanks Cesar,
The merge itself is relatively fast. Transferring the attributes is
what is slow. UVs are super quick but skinning is the culprit. I don't
have a low res cage as I need to maintain the weighting that is there
pretty much 1 to 1. What is appearing to be the problem is that there
are too many inputs to the transfer op. Lower numbers of inputs seems
to be quicker (I need to do some solid tests on this). My strategy at
this point is to partition the group into sub groups and merge in
batches building up to the final fully merged set of meshes. We'll see
how this goes.
It is really simple honestly. Create 436 objects of varying point
counts that add up to 161,074 points with 172 deformers. Try to merge
all of them at once then use the UI to selectively transfer the UVs and
Envelopes. Envelopes will take forever.
Eric T.
On Monday, October 27, 2014 1:43:52 PM, Cesar Saez wrote:
Hi Eric,
A couple of things to keep in mind (I'm sure you already went over
these, but just in case):
- Merge is expensive, make sure to merge your groups at once instead
of add part by part through multiple merge operations.
- Transfer weights from a single cage mesh works way better than from
small/partial parts, if you don't have a cage try merging everything
together once and use that as source for your weight transfer.
- FreezeM all the things! looks like you're dealing with expensive
operations (merge and gatoring) + dense meshes, FreezeM between
operations makes a huge difference!
Maybe you can share a pseudo-code/outline of how you're approaching
this, that way would be easier to spot possible sources of slowness.
Cheers!