OK, i understand
usually when working in maya, its way better to press 3 key and smooth meshes, and work with a 7K polys than a 35K polys per mesh, specially when you do dynamics and for testing animations in large scenes, so i love how by just press 3 key you can smooth and look a previewed version of your model with more subdvisions without having heavy poly counts or if my scene is so large and Maya can´t handle well large poly counts, it never has, i normally work with scenes that have millions of polys and suddenly Maya just crashes, then 3 key its awesome! and also layers help a lot by hiding most objects, In Zbrush i can work objects arround 16 Million polys without any problem but…well thats another subject.
Then when i required to export that same mesh in FBX, including rigg and blendshapes, then for me export works great as long as my mesh is not binded, even if my figure is not converted, if my mesh has 7K poly i can export my figure like if it had 23K polys without converting anything, meaning including the 3key smooth edges effect, but as soon as i bind and rigg i cant, when i export my 7K poly figure with its preview polys been 23K and i open my mesh in other software all i see is squares (my 7K mesh without smooth edges) then if i send figures that don´t have any bind awesome, all my figures get exported even with 3key effect “smooth previewed mesh”, the problem is that now that i finished my 7K poly figure, it has a rigg and pose editor interpolators for fixing weight issues, when i exported to any software i cannot received it smoothed like i could when it wasn´t binded, it sends me the original mesh without preview mode “3 Key”.
For me, no problem, i select that mesh and click: modify/ convert/ smooth mesh preview to polygons, this works perfect, but, now i lost all my blendshapes since they dont correspond to a 23K figure but a 7K figure, so i lost all my pose interpolators… even if i slightly rotate like an arm of my model, the hole model gets destroyed because of the blendshapes, then i have to delete all blendshapes in pose editor; i do understand this has to be the way, poly count its different from my new converted mesh, but: is there a way not to loose all blendshapes? pose editor actually never created new meshes for those new blendshapes, it just saved new poses and used shapes in some auto mode, but maybe i can convert all my blendshapes the same way, some how without having to lose another month to recreate all blendshapes.
My mesh seems simple by its poly count been low, but it has almost 100 pose editor blendshapes triggered by pose interpolators, because it doesn´t rotate each boddy part in a regular fashion, then i required interpolators and they depend on blendshapes. I dont know if this sounds confusing, let me know.
Thanks