Thanks for the suggestion Marcus that sounds ideal. We've been using an 
additional point constraint to the motion path to remove the 
non-deterministic element of the geometry constraint, needless to say its 
dirty hack. 

On Thursday, 22 September 2016 12:55:17 UTC+1, Marcus Ottosson wrote:
> The geometry constraint is slow, but more importantly it is 
> *non-deterministic* - as in, it could produce different results across 
> multiple runs, without telling you about it.
> As a solution to both this and your performance concerns, I might 
> recommend using a pointOnSurface, follicle, or something like it, to 
> constrain your wheels. As each wheel has a fixed offset from the ground 
> (i.e. the radius), you could simply constrain the transform and offset it 
> by this value. Performance, especially when using a follicle, should barely 
> be affected.
> I did this once in the past on wheels for a series of bicycles. If you are 
> also looking to have your wheels deform on ground contact, you could simply 
> offer the animator an "offset to the offset" where this delta is connected 
> to a deformer of sorts - such as a child lattice of each wheel.

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