Duplicate special then removing input connection from one object

Duplicate special then removing input connection from one object

defensemw
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Message 1 of 16

Duplicate special then removing input connection from one object

defensemw
Explorer
Explorer

Hello,

Trying to duplicate an object and all its input connections. That part works great!
If I try to remove some input connection from one object it doesnt seem to work.
When I modify the original object geo by moving a vert, it also modifies the copy.

These are not instances so why is it behaving this way?
I am trying to removing a deformer input on the copy, or turn it off, but it also turns off the deformer input on the original object.

Is there a way to duplicate an object and its input connections ( not the whole input graph of objects), but be able to edit the object separately from the original object?

Thanks you so much!

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Message 2 of 16

hamsterHamster
Advisor
Advisor

Maybe, you have Instance Leaf Nodes On? Basically, when you have an instance - see if shape names for source and destination objects are different or not.


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Message 3 of 16

defensemw
Explorer
Explorer

Thanks for the reply!

The shape nodes have different names, and the duplicate special option is set to input connections.

Making changes to deformation order, or turning deformers on or off on the original or copy, updates both settings.

Is this expected behaviour?

Is there another duplicate setting to avoid this live connection of attribute editing? (while still duplicating the input connections?)

Thanks!

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Message 4 of 16

hamsterHamster
Advisor
Advisor

I think, it works as intended. You duplicate shape1 with defs TO shape2 WITH connections to defs. Reordering defs influences both shapes.

Why do you need this duplicating connections as such, if you don't want it to inherit deform influence?


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Message 5 of 16

defensemw
Explorer
Explorer

I am setting up a rig with multiple deformers

Joints ( overall posing)
Blendshapes ( damage states)
Cluster deformer ( local movement of a spot for tracking)

I have several blendshapes, and using the blendshapes in a global vs local setup ( local shape at origin is deformed by the cluster, and the deformations are blendshaped into the final mesh .

I need a mesh copy that has everything on it but not the deformations from the cluster, this mesh has nHair to cary a controller for the cluster deformer.

I want this "cary mesh" to have all these deformers but not the cluster deformer. It just carries the controller for the cluster deformer, and should not be deformed by the cluster.

So I should be able to copy this final mesh with all these deformers, and remove the cluster deformer. The only other way would be to duplicate special input graph, but then I have two rigs, two joint chains, two blendshapes. Then I can delete the extra deformers, but animation is not connected between these two rigs, they are seperate rigs.

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Message 6 of 16

hamsterHamster
Advisor
Advisor

Ok, this was too complex for me to grasp the destination from the description alone - got lost in global/local bsh setup already, sorry. Why wouldn't you make "a mesh copy that has everything on it"(A), and then apply that "local blendshape with cluster deformation"? Besides, you can make any poly obj (even a single tri) and connect its inputMesh from your A state outputMesh and then apply whatever you can imagine.


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Message 7 of 16

defensemw
Explorer
Explorer

if you duplicate the geo and input connections before adding the cluster deformed blendshape, guess what happens? It will add the new deformer you added to the copy back on the original.

It really does behave like an instance, not like a seperate object.

If I try to convert the instance to object through modify menu, it detects no instance.

So no idea what is going on here. Clearly duplicate with input connections is an instance despite what the documentation says.

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Message 8 of 16

hamsterHamster
Advisor
Advisor

Try to connect sourceShape.outMesh->pCubeShape1.inMesh in connectionEditor.


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Message 9 of 16

mspeer
Consultant
Consultant

Hi!

@defensemw 

The option "Duplicate input connections" does not create an instance.

You can easily verify this on your own, just grab a face or vertex on on mesh and move it around, the other mesh will not show this edit.

When you create a Duplicate with history you can only choose between using the same history or copy all history, there is nothing in between.

I also was not able to reproduce your example with the cluster deformer.

 

If you need any specific connections then use the Node Editor where you can create any custom connections as you like.

History and the order for deformers can become very complex and there are also options for the order when you create a deformer, so it's possible based on your connections and settings, that a deformer added to one object may effect the other one, as they share the same history.

 

If you think something is not working correct, then please provide an example scene-file or better directly contact Autodesk technical support, but without further details like a scene-file and your exact settings for deformer creation this is nearly impossible to troubleshoot.

Message 10 of 16

defensemw
Explorer
Explorer

thanks for the reply guys,

But very simply, if I try to change deformation order on the orignal, it changes on the copy, that is instance behaviour is it not?

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Message 11 of 16

defensemw
Explorer
Explorer

also to you point, if I move a vertex on the original mesh, it DOES move the vert on the copy, which is instance behaviour right?

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Message 12 of 16

defensemw
Explorer
Explorer

In the node editor, there is even connection on the input that says Ins, obj, groups

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Message 13 of 16

mspeer
Consultant
Consultant

Hi!

 

"But very simply, if I try to change deformation order on the orignal, it changes on the copy, that is instance behaviour is it not?"

- This is not a proof for an instance, cause this can be a result of using the same history.

 

"In the node editor, there is even connection on the input that says Ins, obj, groups"

- Node names are also no proof for anything.

 

"also to you point, if I move a vertex on the original mesh, it DOES move the vert on the copy, which is instance behaviour right?"

- This is correct, this is an indication for an instance, but still can be caused by history.

If you select a component on one mesh or hover over the components, are the same components selected or highlighted on the other mesh?

If yes, then that's indeed an instance, if not it's a problem related to your history.

 

 

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Message 14 of 16

defensemw
Explorer
Explorer

OK if I select one vert, the other vert is not showing its seleted, but it still is connected somehow.
What history would case this? I deleted history before duplicating the mesh.

Thanks

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Message 15 of 16

mspeer
Consultant
Consultant

Hi!

 

"I deleted history before duplicating the mesh".

Based on all your previous comments you have history on both meshes, otherwise using the option "Duplicate input connection" does not make any sense, simply disable this option, then there is no history.

 

This is a scene-specific issue, so without the scene I can't say what's the problem.

Message 16 of 16

mspeer
Consultant
Consultant

Hi!

You can also try is a reset of the Maya Preferences to make sure the tools are working correct.

https://knowledge.autodesk.com/support/maya/troubleshooting/caas/sfdcarticles/sfdcarticles/Reset-May...

 

Here I can't find or reproduce any problem related to Duplicate Special.

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