It looks like certain changes I make to my geometry (the instance I'm thinking of is the sculpt polygons tool) are stored on the tweak node. This leads to a couple of questions:
As I add more and more changes, does the tweak node get bigger and bigger in any way that will slow down performance? If it does, should I periodically bake it out? And if so, am I right in thinking that the correct way to do this would be to delete history on the geometry's intermediate object?
Also, if I knew in advance that I was going to use deformers to make non-animation type changes to a rigged model, is there a workflow that would make it possible/easy to bake these deformers after I've done the modelling? To sort of "set them aside" from the clusters, blendshapes etc. that are on the model for animation purposes?
My goal is to have a small number of rigs that I can modify into various characters as needs arise, and yet not to have the deformers pile up and slow down the calculation times.
Thanks in advance for taking the time to answer. I realize there are a number of questions here -- any help you can give is appreciated.
Greg
PS: Still on my wish list is a way to select a deformer from the input list and just plain bake the sucker out. The "Delete Non-Deformer-History" feature is great, but I would love to be able to lock down my non-animation type deformer nodes. If this feature has been added, please tell me, and I'll buy you a new car.*
Thanks again.
*Offer not to be taken seriously.