been here before
but still need a 3dsmax type solution.
curve path ,profile snap to curve end, freeze transforms, extrude poly surf along path.
then group, curve , profile, option leave poly surf out of group, (but lots of loose ungrouped geo in outliner, very bad)
, or poly surf in group inherit transform off…can move group around ok no double transform
if i instance the group all is well still functions, didnt check convert instance to object might disappear.
from here on duplicating the group, with history connections under all maya options
fails to keep any history.
i know onouris and oglu have convoluted options but in terms of keeping stuff clean in the outliner
mayas groups method actually stops you from making and moving objects with history.
especially when it comes to duplicating that object keeping history and moving it around
ie changing paths,profiles, to make different new objects in position.
freeze transform in effect stops a lot of this ability.
what are you supposed to have lots of geo outside groups to get a workable system
this is messy, groups also act as containers just to cleanup selection folders to simplify outliner.
in the node graph a group is some container not linked to anything.
might give an inkling as to what is going on under mayas wierd node editor
hoping a 3dsmax/houdini/cinema4d/blender user who has worked out a similar workflow for maya
i actually need it to work like these programs.