Graph editor question:
I'm working on a human rig for a video game. The rig will be bound to many characters. Proportions are uniform and not an issue.
I am using the same rig file for animation and binding (animating by reference, and binding on copies). In order to help with binding, I would like to keep a small library of test clips packaged in the rig file, so that I will always have them on hand to test deformations as I weigh my meshes.
However, once a clip is created, maya also generates a poseScheduler node to connect it to the character. This adds an extra input listing on each animation curve in the graph editor outliner, which is a nuisance during animation, for myself and the other animator using the rig.
If I delete the scheduler node, the clip goes with it. And after playing with the graph editor settings for a while, I still haven't found a way to hide the clutter (I know it can be collapsed, but I want it hidden from view entirely).
Am I going to have to put my test clips in a separate file, or is there a way to keep them onboard without complicating the graph editor outliner?