When I process meshes through the Optimize function on skinned skeleton meshes I’m getting back meshes with multiple skin clusters. This causes issues when exporting to our game engine as well as creating multiple deformation transforms when moving the objects in Maya.
I do not recall this happening on Maya 2023, but Maya 2024 supports multiple skin clusters per mesh, so maybe this is related.
Hello @bluepointgames, thanks again for the report. After some investigation, we were able to reproduce the issue internally with Maya 2024 and will provide a fix in the next update.
@bluepointgames we’ve already solved the issue in the internal build. We’re currently wrapping up the next InstaLOD release and we expect it to be done very soon.
The update will be distributed through our new cloud2 backend. If you do not have access to it yet, let me know and I’ll look into this internally.