Well, when targets are deleted Maya is not storing points position anymore, 
but only deltas of the affected vertices. That is: from now on, every 
change applied to the origShape (as long as vertex count and indexing 
remain untouched) will not be overridden by the blendShape node, but just 
added up. This makes the workflow incredibly smooth, since you don't need 
to remodel all the BS at this point. If you need to correct any of them, 
you just have to trigger it on, duplicate the mesh. sculpt the edits and 
plug it back into the bs node (and delete it ;) )

Plus, using my script i've noticed that often Maya (probably because of 
some floating-point, double-precision data related issue) saves a lot of 
junk deltas, whose value is approximable to zero. So I wrote another script 
to get rid of deltas with a length smaller than a certain threshold, and by 
doing that the file shrank by 100 mb more. Furthermore, the overall number 
of deltas removed is something around four millions, which definitely means 
a lot less computation for Maya.

So at the end of the day, my file is at least 800 mb smaller, the scene is 
faster, and i have the power to change my base mesh whenever i want without 
bothering too much about reshaping the targets.

And lastly, yes! I was trying to rebuild tens of shapes at millions of 
polygons each using Python. It is not the fastest way, but I wanted to be 
able to do it using the APIs only. Let's say it is part of a self-imposed 
learning plan!

This is my approach to the question, because i need this level of freedom. 
Referencing the targets is also another great way to keep you scene light, 
but I prefer to avoid referencing since i believe it is weak and dangerous. 
I know it is necessary when animating, but yet i would try to reduce it as 
much as possible (thus having no references before the rigging file)!

Enrico

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