The issue you're running into with ICE is creating a new node or relationship between nodes triggers other updates/refreshes within the scene. That time piles up before too long.
Thinking outside the box here: Since .xsicompound files are XML, try writing a tool that generates an XML description of what you want to happen. Then let the ICE compound loader do the heavy lifting. Probably will still be slow overall, but probably a lot faster than generating one node at a time in the scene. Matt From: [email protected] [mailto:[email protected]] On Behalf Of Alan Fregtman Sent: Friday, January 11, 2013 8:30 AM To: XSI Mailing List Subject: Re: Cage deform by cluster Hehe, I knew ICE was slower for this hence my more traditional solution. It's dissapointing, but ICE is just not fast enough when it comes to singlethreaded things and it has a lot of overhead. It kicks ass and takes names when it comes to large datasets (where it magically slices up operations to many threads) like with most deformers, but with simple tasks it's slow. Maybe if and when we ever become able to set an icetree on a group of objects and drive everything from 1 tree, then it could potentially be better. - 2400 icetrees is nuts, no matter how simple. :p On Fri, Jan 11, 2013 at 9:08 AM, Rob Chapman <[email protected]<mailto:[email protected]>> wrote: and my timings are 2400 nulls in 54 minutes. A rate of 44.4 nulls constrained per minute on 2013SP1 64bit dual Xeon X5680s @3.33ghz - my workstation must be faster. still, a ridiculous amount of time for such a basic task. Alan's script btw took 2 minutes to create, place and constrain all 2400 nulls. A very clear winner. apologies for the noise! best Rob On 11 January 2013 13:20, Nuno Conceicao <[email protected]<mailto:[email protected]>> wrote: Sorry mate, i made a mistake on my initial null amount, i had 2x more nulls than i needed, i counted triangles instead of polys,duh!, i changed my post a bit too late. Anyways, ive cut the time to half, but still was very slow, i think once it is large data sets it can get very slow in softimage doing things, in any case after i got rid of the excess nulls, i only got 2-3 fps while on the contrained to cluster nulls i got 4+ FPS. On Fri, Jan 11, 2013 at 1:14 PM, Rob Chapman <[email protected]<mailto:[email protected]>> wrote: wow, very interesting! 2 hours to constrain 2800 nulls - so thats only 15 nulls per minute , bit of a joke! Am sorry for suggesting it, I really did not appreciate how slow it is and thought the menu call to ICE > Kinematics > transform objects by particles might have been more optimised than Alan's Python script.. definitely not! maybe its written in VBscript or...? :) I guess the serious rigger constrainers are best to stick with Python scripted solutions for now. Also couldnt understand how it took so long as the example I made with few hundred wasnt that tedious to wait, so testing it out on a grid quick with 2400 nulls , the progress bar is already past 1/4 way though and its only been 5 minutes... oh wait screens frozen and gone white - will let you know final time if it finishes, just going for lunch! :D its obviously not multithreaded as only 1 core out of 24 is in use for this procedure - what a waste! cheers Rob On 11 January 2013 12:47, Nuno Conceicao <[email protected]<mailto:[email protected]>> wrote: took nearly 2 hours to apply the transform to all the nulls, after, to tes

