I’m happy to share that MeshController 2.0 is now ready to use!
Version 2.0 introduces a redesigned, centralized data-only architecture focused on better playback performance, more reliable viewport interaction, and improved support for production scenes with multiple rigs.
In my test scenes, the new architecture improved playback performance by up to 50%. Results can vary depending on scene complexity, geometry density, and Maya’s evaluation mode.
Centralized Data-Only Architecture
The previous version relied on additional hidden mesh objects to store patch data. In 2.0, those extra meshes have been removed, and patch information is now stored directly on a centralized overlay node.
This helps reduce scene clutter, avoids unnecessary mesh evaluation, and improves parallel playback performance.
GPU-Backed Viewport 2.0 Rendering
Patch controls are now rendered through a GPU-backed Viewport 2.0 overlay.
Mesh data is extracted during Maya’s normal draw-preparation stage, while retained GPU vertex and index buffers help reduce repeated rendering work.
The overlay follows the driver mesh and supports animated or transformed geometry without requiring separate visible patch meshes.
Depth-Aware Interaction
MeshController now compares viewport depth between overlapping patches and tracked ShapeControls.
When controls overlap on screen, the one closest to the camera receives the hover state, making interaction more predictable in complex rigs.
Hover, selection, and manipulator states are handled independently, helping prevent accidental patch selection while using Maya’s move, rotate, and scale manipulators.
BVH-Accelerated Patch Picking
A top-level spatial index is now used to reduce the number of patches tested during mouse movement.
Instead of checking every patch, MeshController only evaluates nearby candidates, improving hover responsiveness on rigs with large numbers of patches or high-density controls.
Multiple Viewports and Overlays
Version 2.0 supports multiple model panels and multiple overlay nodes in the same Maya scene.
Each rig can maintain its own driver mesh, patches, tracked ShapeControls, selection states, and interaction data.
The Mesh Control Manager also includes an Active Driver selector, making it easier to choose which overlay you want to edit.
Trackable ShapeControls
ShapeControls can now be added to an overlay’s tracking list without being bound to the driver mesh.
Tracked ShapeControls participate in depth comparison with overlay patches while keeping their normal standalone drawing and interaction behavior.
Improved Selection Mapping
Patches can be linked to separate selection controls through the context menu or the Batch Mapping dialog.
Name matching also supports customizable patch and target tokens, making it easier to map large groups of controls.
Discord Community
I’ve also added a Discord community link directly in the UI.
If you have questions, feedback, ideas, run into any issues, or just want to say hi, feel free to join and chat there.
Hope you enjoy MeshController 2.0, and thank you to everyone who has tried and supported the tool!