This has been the bane of my rigging in C4D, which does not exist in Maya.
Normally, you have Skin Deformer being driven by joints.
In complex set-ups, it is desirable to have the Skin Deformer as a driver.
In C4D, it is somewhat impossible without getting a priority delay.
The priorities are set-up properly. The initial skin_grp has
Generator -10 and the secondary skin_grp has
I move the joint, hit undo and the secondary skin has delay.
You can check the video illustration here:
You can check the file illustration here: https://www.dropbox.com/s/hlswduxe52kjp5l/c4d307_python_skin_deformer_delay.c4d?dl=0
Initial skin is connected to the secondary skin using the python tag below. (Check file above for more details)
import c4d #Welcome to the world of Python def main(): jnt = doc.SearchObject("sec01_jnt") node = doc.SearchObject("skin01") cache = node.GetDeformCache() points = cache.GetAllPoints() jnt_mat = jnt.GetMg() jnt_mat.off = points jnt.SetMg(jnt_mat)
P.S. Actually, the priority delay doesn't happen only on Skin Deformer x Skin Deformer but also (Other Deformers) x Skin Deformer.