I did a few quick rigging test, but I noticed it has performance issue where you have multiple meshes running simultaneously and its too heavy for Maya to compute. Yikes. Maybe I need more studies on this
So in Maya, every time you apply a deformer on a mesh, you'll immediately get an extra shape node of that new mesh, called "xxxxxShapeOrig". This is Maya to tell you that your deformed mesh is based on this "original" mesh, and it took it as their own delta. What you can do with it? - Transfer new UVs without affecting the rig. - Pre-deform certain mesh. (but this is slightly irrelevant because you can blendshape stacks. Creating extra nodes tho)
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