Hi Jeroen,
Layered rigs, or chaining blendshapes together like that, can have a big performance cost and - up to Maya 2018 at least - was not supported for parallel evaluation. (ie. it makes your rig slow.)
Anytime I’ve seen someone rigging like this, it usually seems to be for rigging convenience (not a great reason), and not because it was actually required for some advanced effect (potentially a good reason). So you’re making your animators pay for your convenience.
And anytime I’ve had to “renovate” someone else’s rig with this technique, I’ve found it to be frustratingly complex. But the same result could be achieved with a nice simple flat structure.
- ngSkinTools gives you a powerful way to work in layers, and lets you do some very complex skinning. You can also export and export the data in JSON.
- mGear has skin.py for exporting and importing skinning. Again, so you can work in “layers” of data, but assemble a final flat rig.
- The Shape Editor lets you export and import shapes, and edit shapes directly on the mesh, while your character is in poses. Which also helps you work in layers, but deliver flat.
- There is also the issue of people wanting their face controls to follow the face rig’s deformation. This is a fancy trick, but it also costs a huge amount of rig performance. And I’m finding more and more animators are just hiding controls and using synoptic pickers, or Studio Library poses to work with faces. So really, truly, honestly question if this is necessary, and measure the cost in FPS.
Finally, if you do want to work in layered geo, make sure you check out this article on the topic, on how to make it evaluate in parallel: https://medium.com/@kattkieru/deformation-layering-in-mayas-parallel-gpu-world-15c2e3d66d82
tl;dr: I don’t recommend it.