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So I don't have a lot of information on ShapeOrig nodes.
I do understand that maya keeps original information before deformations stored in there. That's great. But usually those deformations are so miniscule I don't need the ShapeOrig nodes bloating up my scene. And they take up A LOT of space.
For instance, if I skin to geometry (geo1), a shapeOrig node is created. Now, lets say I want to edit something on the geometry, I would duplicate geo1 (Which deletes the history, but frustratingly NOT the ShapeOrig node), do my changes on geo2 and then copy over the skinWeights from geo1 to geo2.
Now geo2 has TWO ShapeOrig nodes. One from geo1 and the new one generated when the skinWeights were copied.
Frustratingly, if I delete all the ShapeOrig nodes, I lose all shader and skinning info on my geometry. Which makes me wonder what the point of the Shape node is, if all the info is stored in the ShapeOrig.
Can't I just have one Shape node with all the info and connections stored there?
Shall I rewrite the duplicate command to delete the ShapeOrig nodes and transfer shader connections to the Shape node?
thanks.
ShapeOrig duplicated as well.
Extra ShapeOrig created after skinning
Cheers
Solved! Go to Solution.