Hi,

Also you will run into problems if the topology changes, it will mean the 
skin cluster won't evaluate properly and it will break the rig.  Also if 
the rig is broken it could cause the animation scene to break too.  

You could not reference your geo at all and instead import it and use a 
skin weights import/export tool - ngSkinTools, or Maya's Export/Import 
Weight Maps.  Whenever you update your geo you just import the latest skin 
weights onto it, if the topology changes you can use different mapping 
methods.

You really need to keep consistent naming throughout especially if you are 
using Alembic to cache as it's very fussy and will break if the geometry 
names change.


Thanks,




On Wednesday, 7 December 2016 08:48:14 UTC, river bell wrote:
>
> Hey guys, 
>  I work in a studio environment,I have a workflow issue currently which 
> goes something like this: 
>
> I want to reference a model file to rig it (add controls and skinning) 
> In parallel use the model file in texturing the model 
> We use the rig file by referencing to animate then geo cache the animation 
> and try to import geo cache in texture file which goes for lighting 
>
> ...which is where problems arise the texture file doesnt import the geo 
> cache because the mesh names in model file has changed in rigging(shapeOrig 
> and shapeDeform) 
>
> Any one with suggestions on a work around/solution using python scripts to 
> ensure consistent naming. 
>
> Any scripts to ensure node name consistency was what I was looking for 
> though 
> I am completely open to any new workflows. 
>
> Thanks in advance

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