how to manage it: Modeling - you are free to delete history over and over. In fact cleaning your scene is best practices before you start rigging. Rigging - You want a clean scene with ONLY deformer related history - so you can reference it into your render scene when you're ready and its nice and clean.
more examples but... yeah if you're just modelling delete history once in a while.
First off I love your name and avatar, is that One piece?
______________________ How come Maya "apparently" saves all of this history information
yet it really can only go back a few steps, like if it really did save
all this information then I should be able to go back all the way to
the original file right?
______________________ -I added 2 edgeloops to a scene and after deleting non deformer history it sped up by 500%... So
basically me adding 2 edgeloops to the each lid was slowing everything
down? Like seriously thats all it takes to slow Maya down? (i did all my
modeling in zbrush, only retopo and added those lid loops in maya)
Those polysplits under inputs section of your channel box is history. Delete your non deformer history and they'll disappear. Delete all history and skincluster and tweak will disappear too. That list gets too long and your scene will start slowing down and can occasionally become buggy. Also in case you don't know, you can click an item in the inputs list to edit the parameters of that action which can be very useful when modeling but tends to create unpredictable results if its very far down the history list.
Those polysplits under inputs section of your channel box is history. Delete your non deformer history and they'll disappear. Delete all history and skincluster and tweak will disappear too. That list gets too long and your scene will start slowing down and can occasionally become buggy. Also in case you don't know, you can click an item in the inputs list to edit the parameters of that action which can be very useful when modeling but tends to create unpredictable results if its very far down the history list.
What are skin clusters?
I dont believe I ever used anytool called a skin cluster...
And can I actually go back before the history nodes by using the history nodes somehow?
Ctrl Z only goes so far.
Replies
______________________
How come Maya "apparently" saves all of this history information yet it really can only go back a few steps, like if it really did save all this information then I should be able to go back all the way to the original file right?
______________________
-I added 2 edgeloops to a scene and after deleting non deformer history it sped up by 500%...
So basically me adding 2 edgeloops to the each lid was slowing everything down?
Like seriously thats all it takes to slow Maya down? (i did all my modeling in zbrush, only retopo and added those lid loops in maya)
http://img.techpowerup.org/170420/2017-04-20-00h57-00.jpg
I dont believe I ever used anytool called a skin cluster...
And can I actually go back before the history nodes by using the history nodes somehow?
Ctrl Z only goes so far.
https://www.google.com/search?q=skin+clusters+maya