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So far i am using an "hack" .. duplicate mesh , delete all history and dependencies, un-parent it also, to avoid hierarchies issues, then wrap deform it to original mesh.
Perhaps there might be a way to create a "temporary mesh" out of a selection of polys, using maya api directly, then that could be used instead of hacking it.
I am trowing just a few thoughts your way here, alto i do agree, having the full mesh sometimes gets quite confusing especially if the mesh is very detailed.
Is the onion layer respecting "double/single sided" , i noticed that single sided sometimes is better , by only seeing the front of a mesh, rather then both sides.
Also another option could be a curve outline (perhaps using the maya toon to create a mesh outline first)
That might work as well.
I thought it might work if i add sets that contain components, but for some reason it still displays the whole geometry. I mean maya has the isolate select button, which creates a temporary set. So it should work somehow.
I think the onion layer is respecting double/single sided but it depends on what your viewport setting is. Though I did not test that explicitly
If the main problem was readability, this might be resolved.
I'll leave this open for now, but production testing with the new color and outline options needs to be done.
This may require a major rewrite of the core so I am not sure it will work
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