I've simplified the concept because I don't understand the code at a super low level. It's still the same object during the whole process. Polygon models have indices of verts, edges, faces and so on, each component has an ID number and a value (and secondary values, like vertex color or skin weights). The history nodes…
Short answer is that you did some edge loops or something after doing the skin bind. Long answer because I'm procrastinating bigtime! So when you do certain actions/modifiers on a model, like bevel or add an edge loop for example, a history node is created that stores what was affected and the parameters of that operation.…
Thanks Kitty! I was wondering with all the history nodes is it possible to use them somehow to return to before the node existed? I mean otherwise theyre pretty useless. (Ctrl Z only allows me to go back so far after all, and if I cant reach the history node... then doesnt it make them kinda pointless to have around…
Again, Rigging isn't really my thing, but I took a look just to see. I got terrible performance on an i7-4790k on a gtx980ti, dragging a single bone is painfully slow. Firstly, your head polycount is just fine, entirely too much inside the mouth if this is to be a realtime character. The mouthbag in particular could have…