Thank you for your reply!
I’m thinking more along the lines of rebuilding the mGear rig without the need to also rebuild the skincluster. I have a secondary joint based deformation rig that constrains to the mgear skeleton. I also have a F.A.C.S. rig that utilizes the mGear skeleton. Rebuilding the mGear rig, requires me to also rebuild each secondary system.
My secondary deformation rig can be adjusted, or rebuilt, on the fly without the need to rebuild the skincluster. And since all secondary systems utilize the mGear skeleton, I hope to find a way of keeping the mGear skeleton in the scene when rebuilding components.
The most common scenario I encounter is when the modeling department receives a client request to modify the characters proportions. The ideal solution would be to adjust mGear guide positions to match the new proportions. And then rebuild without effecting any secondary rigs or skinclusters that rely on the mGear skeleton to exist in the scene.
A overly simplified example of a solution would be:
- Remove all constraints from the existing skeleton.
- Dump the joints to a group at scene root.
- Rebuild entire rig. But check for existing joints. And use if existing.
- Set bind pose as I explain in this thread:
XSI Set reference poses in Maya?
Maybe someone would be interested in a collaboration?