Marcus, you are the man. Thanks for this solution!

-Chad

On Tue, Oct 6, 2015 at 2:44 AM, Michał Frątczak <[email protected]> wrote:

> That seems to do it. Thanks to all.
>
> On Tuesday, October 6, 2015 at 9:45:34 AM UTC+2, Marcus Ottosson wrote:
>>
>> Try this.
>>
>> cmds.polyMoveVertex("pCubeShape1", constructionHistory=False)
>>
>> -
>> http://download.autodesk.com/us/maya/2011help/CommandsPython/polyMoveVertex.html
>>
>> Alternatively, connect the outMesh to a new mesh, as in my first post.
>> And then, disconnect, and connect the outMesh of the new mesh into the
>> inMesh of the original. This will give you double transformations. Then you
>> can simply the vertex values.
>>
>> On 5 October 2015 at 23:44, Chad Fox <[email protected]> wrote:
>>
>>> Yeah, worked great with blendshapes. Problem with this merging of meshes
>>> is that it creates a new mesh and we lose any custom attrs and connections
>>> on the mesh. I've been freezing tweaks by Applying a lattice to the entire
>>> model then deleting history. This transfers all pnts to tweak nodes then
>>> deletes them. In anycase, I'm still hoping there's a way to freeze the
>>> tweaks without this workaround. :P
>>>
>>> Cheers
>>>
>>>
>>> -Chad
>>>
>>> On Mon, Oct 5, 2015 at 2:28 PM, Ian Jones <[email protected]>
>>> wrote:
>>>
>>>> Only if it has too (verts with no edges etc) but its almost always
>>>> desirable in our experience. Of the mesh is generally clean Maya will
>>>> preserve the vertex order with operations like that. We've been doing it
>>>> with blendshapes for years.
>>>>
>>>> On Mon, Oct 5, 2015, 2:25 PM Michał Frątczak <[email protected]> wrote:
>>>>
>>>>> There's a risk however of changing vertex order ?
>>>>>
>>>>>
>>>>> On Monday, October 5, 2015 at 11:23:35 PM UTC+2, Ian Jones wrote:
>>>>>
>>>>>> In the past one of the ways we've sanitized meshes like this is make
>>>>>> a cube and combine it with the desired mesh then delete the first 6 faces
>>>>>> (from the cube). That tends to force Maya to rebuild/reset everything.
>>>>>>
>>>>>> Ian
>>>>>>
>>>>>> On Mon, Oct 5, 2015, 2:17 PM Chad Fox <[email protected]> wrote:
>>>>>>
>>>>> ​Thanks for the input, unfortunately the CG talk thread doesn't give
>>>>>>> me any new info, in fact I recommend people read that one carefully as
>>>>>>> there's a few people tossing around ideas of .pnts that are not 
>>>>>>> accurate.
>>>>>>>
>>>>>>> As the thread points out, you can edit pnts with setAttr, but
>>>>>>> setting the pnts to 0, 0, 0 just moves the verts back to their base
>>>>>>> location. wish I could just setIdentity on the pnts array hehe.​
>>>>>>>
>>>>>>>
>>>>>>> -Chad
>>>>>>>
>>>>>>
>>>>>>> On Mon, Oct 5, 2015 at 11:26 AM, f.michal <[email protected]> wrote:
>>>>>>>
>>>>>>>> W dniu 2015-10-01 o 00:28, Chad_Fox pisze:
>>>>>>>>
>>>>>>>> Hi all
>>>>>>>>
>>>>>>>> Does anyone know if it's possible to freeze .pnts (tweaks) on a
>>>>>>>> mesh using python? I've been struggling with this for a while with no
>>>>>>>> results.
>>>>>>>>
>>>>>>>> To be clear. I want to remove/freeze/zero these values on meshes
>>>>>>>> that don't have tweak nodes or history. For those who don't know, the 
>>>>>>>> tweak
>>>>>>>> nodes are created when a new history operator is added and all tweaks 
>>>>>>>> are
>>>>>>>> transferred to this node from the .pnts array on the mesh shape.
>>>>>>>> Fortunately when there's history I can just delete history and all 
>>>>>>>> tweaks
>>>>>>>> are gone too.
>>>>>>>>
>>>>>>>> Any input or suggestions to try would be greatly appreciated!
>>>>>>>>
>>>>>>>> Thanks
>>>>>>>>
>>>>>>>> Chad
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>>>>>>>> .
>>>>>>>> For more options, visit https://groups.google.com/d/optout.
>>>>>>>>
>>>>>>>>
>>>>>>>> Hi Chad !
>>>>>>>> Have you found any solution ? I got struck by this again lately,
>>>>>>>> and I even posted to group an hour ago or so !
>>>>>>>>
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>>>
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>>
>>
>>
>> --
>> *Marcus Ottosson*
>> [email protected]
>>
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