Thanks Matt,

You've summed it up quite well. I can't strip any more deformers than I already have.

Alan, I'm not using GATOR and thus in the MergeMesh PPG it doesn't show the method it is using. I'm hoping it is using closest vertex.

Eric T.

On Tuesday, October 28, 2014 1:41:01 PM, Alan Fregtman wrote:
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
<mailto: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


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