Linking out and in mesh without linking visibility

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  06 June 2013
Linking out and in mesh without linking visibility

Hi guys, I need some help: in a rig I recived I have some problem and the solution could be to duplicate the mesh (already animated, I cannot lose the animation) and than delete some faces. So I've connected the outMesh from the animated one, to the inMesh of the second and it works well. Now, the original/animated mesh has also animated the visibility and I need the resulting mesh with the visibility indipendent from the first.
Can anybody help me? Thaaaaaaanks!
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  06 June 2013
can you just remove the vis keys from the original and make it non-renderable?
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  06 June 2013
Originally Posted by magilla: can you just remove the vis keys from the original and make it non-renderable?

Thanks Magilla, I'll try!
For now I've tested in a new scene qith a cube as main mesh and I don't have the problem, so maybe there is something more I can't see.
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  06 June 2013
Thanks Maguilla, finally the error was mine: when I duplicate the mesh and linked the outMesh to the inMesh it lose the shader ... so I have to re-assign the material to the new mesh.

The problem was that with no material I can select the mesh from the outliner and I can see his wireframe in the viewport. The difference is that the mesh I see (whit material) is the original one, not the "cloned" one.
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  06 June 2013
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