We found that applying a deformer, and deleting history "bakes" everything
down and cleans those vertex tweaks...
Might not be applicable to your situation though...


2015-10-05 17:32 GMT+02:00 f.michal <[email protected]>:

> Hi
> Some time ago I was bitten by a nasty bug and it took me a while to pin
> that down.
>
> The issue is that if you:
> 1. reference in an object that has tweaks in .pt attribute AND output
> connection from .outMesh
> 2. apply any deformer to that mesh (in scene that is referencing)
> 3. reopen that scene
> you get double transformations.
>
> It all comes down to fact, that maya meshes save vertex positions plus
> optional tweak positions as a 'pt' attribute.
> Is there any method to remove this 'pt' - effectively freezing vertex
> positions saved in 'vt' ?
>
> Here is a step list showing how to reproduce the problem:
>
> 1.     New Scene, create polySphere, move, freeze transformation, delete
> history
>     This step adds a '.pt' tweaks attribute to your mesh
> 2.     create a follicle and attach to sphereShape - you can use
> parentToSurface.mel by Duncan Brinsmead
> http://area.autodesk.com/blogs/attachment/12618
> 3.     Save as ASSET.MA
> 4.     New Scene
> 5.     reference in ASSET.MA
> 6.     create deformer on referenced sphere
> 7.     save as SHOT.ma
> 8.     reopen SHOT.ma and watch double transformations
>
> A solution is to remove .pt attrbiute from mesh and only way I found is to
> save as OBJ, but this is far from ideal.
> Are there any other methods ? Perhaps somewhere in MFnMesh ?
> Any tips appreciated as this bug is haunting us for quite some time now.
>
> thanks
> -michal
>
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