It is a simple premise for sure, and if you have a bit of MEL skill, it technically is simple to do, however, if you are combining thousands of objects in your workflow you may be faced with a huge amount of left over transform nodes in Maya, that may be a hassle to clean up (that is to say if you don’t wan to use the “optimize scene file” command).

This MEL just simply connect all objects into the polyUnite node without creating the useless transform node for each object like the default combine tool does

Having faced this problem squarely in the face before, I can appreciate this little tool from Johnny W. Johnny shares his Mesh Combine Tool for Maya, which will place all your lbjects under ONE polyUnit node, without created sad little empty transform nodes for each object.

Johnny also notes that not only is his Mesh combine Tool for Maya fast, but it also has other possibilities, such as providing a handy method to emit particles, fluids or anything from fragments, keeping the original hierarchy in tact. Check out the Mesh Combine Tool for Maya here.

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