I, also, am no expert, but here's what I do know from writing a few
custom deformers.
The dependency graph is made of dependency nodes that are connected to
each other. When a node is used for input, it's data is cached
internally in the deformer node. This is functionality that's built
into MPxDeformer, and comes basically for free if you use the deform()
method to handle your deformations. That node (in this case a mesh)
only updates that cache data if it's output plug is marked dirty. If
the connection is broken, Maya just holds onto that cache data and keeps
using it as though the node was there. This is by design, and is meant
to enhance performance by only running calculations if data has
changed. I haven't worked with MPxDeformer enough to know if you get
access to that cache from inside (that is, if you wrote a custom
blendshape node and accessed the data internally), but I'm almost
positive that it's completely closed off from outside.
What you could do, conceivably, if you need to reconstruct the original
shapes is to iterate through the targets list in the blendshape node,
setting the weights to 1 one at a time, and then duplicating the mesh or
reading the point data you need.
Maybe that helps?
Joe
On 1/28/2015 8:35 PM, [email protected] wrote:
sorry, I just re-read your posts. I wasn't much help, lol.
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