I have a rig which incorporates a wrap deformer in Maya to save point
weighting on a heavy feathered wing. The low res deformer object is
smooth-bound to the bones in the wing, and deforms the high res wing
geo in turn. This all works fine at a scale of one, but the deformations
of the high-res wing get mangled when the scale changes. All this geo
(the high-res wings, the low-res deformer objects and the wrap deformer
base objects) is grouped under a no-touch node in the hierarchy, and
therefore not getting scaled except through the skin cluster.
The undesireable results I’m getting don’t look so much like a double-
transform, in that the high-res object scales more-or-less as expected,
its just that the high-res wing gets kind of mangled and ugly looking.
Even after the scale, the low-res object looks fine.
I’ve tried various permutations, i.e. putting the deformer base under
the scaling node, but nothing so far has helped. Anybody ever dealt
with this successfully?