Generally you can link geometry display type by adding them to a layer and switch between "template", "reference" or "normal". Alternatively you can change its display override type to reference directly in the attribute editor. In later case it become difficult to debug, if you have to go back and find that geometry and change display type to "normal".
I find it more organized if I have an attribute in the main controller (hidden from animators) that I can use to change the display type of all geometry. This way I can go back and select geometry easily by dialing the number for respective display type. Also if we expose less non-animation related things to animators its safer for the rig and cleaner for animators.
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