Hi,
This is a theoretical example, just to make my point. It 's aimed at the more advanced users.
I need to replace a setupped object MESH_OLD with a MESH_NEW that has a different VertexCount (and order))
I'm aware that this does not work for every deformer.
But lets just consider a BlendshapeDeformer.
The deformer chain on an MESH_OLD:
MESH_OLDOrig -> tweak -> blendshape
The blendshape has a lot of targets, lets call them MESH_OLD_BlendXXX (XXX representing a number)
The blendshape has all kinds of stuff driving the XXX targets that i'd like to keep (driven keys, connections, expressions, ....)
This is the reason why I'd like to replace MESH_OLD with MESH_NEW (and MESH_NEW_BlendXXX's) without building and connecting the whole thing from scratch.
(I'm in show auxiliary nodes mode)
- set blendshape envelope to 0 (to avoid maya flipping out on different vertex count/order)
- connect the MESH_NEWShape.worldmesh[0] to the tweak inputmesh. ignoring all the groupPart/Id crap (here you may flag intermediate mode if you want)
- reconnect the tweak directly to the blendshape, ignoring all the groupPart/Id crap.
- reconnect all blendshape targets MESH_NEW_BlendXXXShape.worldmesh[0] to the same inputTarget id's that MESH_OLD_BlendXXXShape.worldmesh[0] was connected to.
- set blendshape envelope to 1
no errors and in theory, reconnecting in this way, everything should work as expected.
But I suspect the groupId's and GroupPart 'crap' is f#*"/? sh/# up.
How can I get rid of the influence that groupId's and GroupPart have on the blendshape?
I'm aware that this is a though one.
Thanks in advance