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!
>> ​
>>
>

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