Hi all,
The problem that skinCluster deformations at large distances from origin 
seems to be a common problem. It had been reported officially 
(https://knowledge.autodesk.com/support/maya/troubleshooting/caas/sfdcarticles/sfdcarticles/SkinCluster-deformations-at-large-distances-from-origin.html),
 
attributed to losing numerical precision.  

There are many discussions on this problem on the websites, such as:
http://discourse.techart.online/t/maya-deformer-evaluation-inaccuracy/5456
http://ollarin.blogspot.jp/2015/09/splitting-your-rig-into-local.html

It seems that those discussions and solutions, if I didn't miss any others, 
can be classified into two categories: 
1)by using blendshape and 
2)by connecting joint.worldInverseMatrix to multMatrix.matrixIn. 


My questions are:
1. 
Are these two methods robust enough to be used in the production pipeline? 
Do they have good performance?
For example, for the first method, a new skeleton will be cloned from the 
original one. Will this method ruin the performance of Maya in the 
production? For the second method, one multMatrix node is created for each 
joint. Will these multMatrix nodes ruin the performance of Maya in the 
production?


2. 
If the above two methods are not good enough to be applied to the 
production, how do you handle this problem in your production pipeline?


Cheers
Yao

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