Delete polyUnite history without deleting Skin Clusters?


#1

So I’ve been rigging a humanoid. The character’s limbs are separate objects from the torso. This is creating a problem when I want to blendshape one of the wrist, the original wrist object gets translated whether or not I freeze the transforms on the blendshape.

The only solution I’ve found is to combine all the objects. This allows blendshapes to work properly, but leaves a bunch of history. Obviously I can’t delete the history without deleting skin clusters and there for breaking the rig. I can’t delete non-deformer history as Maya gives me this error “//Error: line 1: The -prePostDeformers flag is not supported with the following node(s) in the history: polyUnite1.”

My only options seem to be reskinning, which I guess isn’t the end of the world, or leaving the transform history. Does anyone have any other ideas?


#2

polyUnite has a flag to preserve skinCluster information … I think introduced in maya 2015.
Use that, then you dont have to worry about any history crap.


#3

Hi
You can avoid re skinning by copying skin weight to the duplicated mesh
Regards,