This tool provides a simple UI for managing of groupParts nodes. Using these nodes you can store groups of components ( sets of vertices, faces, edges, CV's, etc. ) as construction history elements.
These elements can feed data to modifiers, deformers and in fact everything that accepts geometry/components structures as input.
Dont worry, there is nothing extraordinary here. This is a 100% common graph functionality, but is not covered by the default UI.
Still unclear ?
Let me give you an example for what i'm talking you about:
Select couple of polyFaces, extrude them. If you want to go back and to change the polyFaces set being extruded - you cant, i mean - you can, but it requires custom work in the hypergraph editor and some scripting in addition. ... The same for all geometry modifiers. This often forces you to delete, create, connect, tweak nodes ... again and again. Not productive, not good.
Clear now ? ... Good.
Using groupParts nodes to deal with components across the construction history, you can proceduralize your geometry generation and modification workflow. This brings mutch better controll over the input-output geometry data flow, with ability to override it at any step.
At last, but not least, you can easily avoid the nasty bug when completelly empty-up a deformerSet - in this case Maya runs optimization procedures and deletes bunch of stuff from the graph without any reason. As result, the deformers are not working anymore. "Beautiful".
You can easily avoid that mess, if you directly edit the inputComponents in the upstream located groupParts nodes.
I think most people coming from other 3D applications to Maya can easily recognise this groupParts functionality. It is the same as Houdini's group SOPs, XSI's clusters and 3DS MAX's stack selection modifiers.
Ok, enough theory. Watch this screen captured video - i am having some fun time with that stuff: [ CCH.MOV ]
And let's see how it works.
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