I’m creating a basic deformer using the python api (Ma\ya 2009) - the
simplest way to get it working the way I want is to convert the in
mesh to world space using the local_to_world matrix supplied in the
deform method inside the geom iteration loop. This all works fine -
except that it really slows down the plugin. Is there any way of
getting MItGeometry’s .position function to return in worldSpace? The
default is in local space - and the subsequent matrix mults to and
from world space seems to add an silly amount of time.
For example on a 10k vertex mesh the plugin runs at 15fps if I set it
up to use localSpace - but at 10fps using worldSpace - mainly because
I have to convert every point position within the iter loop to
worldSpace and back - whereas if I keep things in localSpace I can
cull a large proportion of position values before doing the
deformation calculations.

any help gratefully received

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