It really depends on the complexity of your meshes and your scenes. Speaking very generally - Until you profile your code and understand what is causing any slowness, Python vs C++ will probably make less difference than the way your code is written. - Sensibly-written Python might be (really roughly) 10x slower than C++, and still 10x faster than MEL. - Bear in mind that Python plugins can't be run in parallel, while well-written C++ plugins will benefit from Maya parallel mode. - Also bear in mind that the Python API is not quite complete. There are some things you can only do in C++.
I'd go for it though. If you're not exactly sure how you're going to implement your design, and not already comfortable in C++, you might benefit a lot from the faster turnaround and easier debugging of Python, and you can always port your code to C++ once it works. On Sunday, 17 February 2019 11:23:14 UTC+11, Deepak Seeni wrote: > > Hey Guys, > > I've been learning Maya's python API and was keen on experimenting with > simple non-real time custom deformers for modeling purposes. For non-real > time deformers for modeling purposes, similar to the modifier stack in Max > or Blender (Things like the edge split modifier) would the Python API be > fast enough? > > I wanted to start with an edge split deformer. > > I'm assuming yes, since it's not for real time display, like on a rig or > something. I'd use these tools mainly in modeling, similar to how I'd use > wrap/shrink wrap/lattice. > > What do you guys think? > > -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to python_inside_maya+unsubscr...@googlegroups.com. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/025d6313-eaef-40cc-9e8e-816940ec1a20%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.