This may be an obvious thing, Eric, but did you try the "closest vertex" method? Since you're transferring from the same exact shape, it should be a lot faster than the default "closest surface".
On Mon Oct 27 2014 at 9:51:57 PM Matt Lind <speye...@hotmail.com> wrote: > You'll get the best results if you merge the meshes first, cull > redundant deformers from the envelope, then do the weight transfer. The > part that's taking so long is you're creating an M x N x O array of > deformers and vertices (436 objects * 161,000 vertices * NbDeformers). > That's a huge envelope weights data table. Moving that around in memory > while retaining connections to all the dependencies feeding into the table > is what's dragging it down. Every new object added to the result triggers > a refresh cycle causing all the data to be rebuilt from scratch, but with > every new object the data gets larger at every step of the process. If > working with a handful of objects its not a problem, but your case is quite > extreme. > > GATOR doesn't cull deformers from an envelope if it's not used, nor > (sometimes) does it cull a deformer if more than one object use it. For > example, if two different objects use the same deformer, attribute transfer > will sometimes add that deformer to the resulting envelope twice - once for > each input object. > > I wrote our own set of GATOR tools to handle this problem. It takes some > time to work out the logistics and deal with the edge cases, but it's well > worth it in the end. > > > Matt > > >