I didn't have much time to try this out yesterday, but I can see what you guys were saying now - 1 mesh = 1 skinCluster node. So if I want to collapse all those skinClusters into one, I need to merge all the meshes as well. It's pretty cool that they added the polyUniteSkinned command, as it does what I need, I just wish it was faster. I wonder if there is a faster way to do it with the python api or C++? More learning is needed!
The only other idea I had was to create the joints based off the mesh position, then combine the mesh, then create a single skinCluster and one-by-one add the joints...the only trick there would be making sure each "chunk" of the mesh would be skinned 100% to the correct joint. I'll give a try and report back whatever I figure out! On Wednesday, November 4, 2015 at 2:05:06 PM UTC-6, Aren Voorhees wrote: > > combi, thanks for the help - I tried setting the constructionHistory flag > to false but that didn't seem to make any significant difference. > Currently it takes about 1:20 to do 1000 meshes which is a lot slower than > I'd like. It is the combine at the end that is taking so long - without > that it's only about 15 seconds. > > Marcus, your're close, but what I need to do is bake a dynamics simulation > on a bunch of meshes to joints. So for each mesh in the sim, I need one > joint, and I need to essentially copy whatever keyframes are on the mesh to > it's corresponding joint. I have it working, but without the combine, I'm > left with individual skinCluster nodes for each mesh, meaning I might have > 1000+ skinCluster nodes in my file which I'd like to avoid. > > On Wednesday, November 4, 2015 at 11:45:14 AM UTC-6, Marcus Ottosson wrote: >> >> You can of course use the skinCluster -e -g “anotherGeom”, and it will >> “deform” this geometry, but it is not supported by the node. >> >> Ah, yes you’re right. I was confusing this with skinning a combined mesh. >> Sorry to have made you dig up all of those links. :) >> >> I’ve experimented in the past with a “fan-in-fan-out” sort of approach to >> that, where meshes were combined and then separated before and after a >> skinCluster node, but can’t remember whether it actually worked. There was >> issues with point numbers changing I think, though that seems fixable. But >> I suppose that’s quite off topic! >> >> > -- You received this message because you are subscribed to the Google Groups "Python Programming for Autodesk Maya" group. To unsubscribe from this group and stop receiving emails from it, send an email to [email protected]. To view this discussion on the web visit https://groups.google.com/d/msgid/python_inside_maya/00c15039-59f6-4dce-8f63-3c23b0f4b022%40googlegroups.com. For more options, visit https://groups.google.com/d/optout.
