I still use Mop's old multi-obj exporter, which allows me to export all my meshes and cages at once. That won't get around your problem of having to remake cages, but that's only a minute's work, if that. If you use it, make sure you right-click one of your exported object names and edit the obj export options, which it…
So I found a solution: I didn't know this until m4dcow pointed it out in the xNormal master thread, but apparently the order in which the LPs and cages are in the outliner is what changes the vertex index when exporting. So if we have the following two meshes A B and their respective cages a b if we're exporting the meshes…
The thing that drives me crazy about xNormal is that apparently every vertex index must be the same between the lowpoly and the cage; having the same number of vertices is not enough. This means that if I have an exploded mesh, do some test bakes, decide to correct some UVs in another app and bring it back to Maya before…
@Eric Chadwick: I haven't used blend shapes in a while. May I ask if this is your personal workflow? I'll do some tests tomorrow, thanks for the suggestion. @Joopson: Yeah, this is what I usually (try to) do. After I think I'm finished with the lowpoly, I duplicate all meshes and make the cages, and do some test bakes.…
Have you tried using a blend shape to update the vertex order? Use the newly-UVd mesh as the base model, and load the cage as a blend shape, then export that as your new cage.
I use a turn to mesh modifier with a projection modifier on top and then export as .sbm. I have heard of people having issues with .sbm but it works fine for me. I can't think of a faster way, short from automating things with a script.
B-but muh 90° projections will be l-lost... Well, I'm not making any massive manual tweaks to my cages, that would be torture considering I have to do multiple cages during the baking process. Like you said, it's just a basic inflate. The only areas I take a few extra seconds are close spaces like fingers. I also animate…
To explode I just animate the meshes. That way there's only one lowpoly and one highpoly. I don't use blend shapes unless there's a problem, and it doesn't always fix it anyhow. But yeah, cages are usually avoidable, or just a simple inflate. I use 3ds Max btw. You can also make the cage in Xnormal, but if you need to edit…
I just make sure the low is completely done before duplicating it and making the cage. If I need to change something in the low, I simply remake the cage again once I'm done making the changes. Sometimes it's a pain, but I don't usually have to manually tweak my cages much at all, so at most, it's a couple of minutes extra.