Baked mesh in geonode becomes editable
I was thinking since I prepare game ready assets, but also am greedy about iteration proof pipeline. Usually i fear the moment I have to apply modifiers before I can start adding skin weight painting it for the vertex grps to work properly. And that means I’ve to duplicate my assets to bake it down. I was thinking why not have a system where the moment you apply the ‘bake geo’ node in geonodes, the UVs and vertex are unlocked for further manual editing. It would save some steps and retain some organizations. Though if you do have to rebake it, i hope it tries it’s best to remember data from previous index and carry them over.
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