Hi! I have to put up front, that I have now 3 weeks rigging-history in Houdini (after 20 years of Maya), so please excuse if I'm not completely precise. I know that there are several different ways of building and adding things to the apex rig-graph (or its sub-components/modules). For example, using an apex component with second input + edit graph, or you unpack the rig and use an edit graph after that (or using a stash) -> repack and pipe this to the next apex component. My question is if it even matters which workaround you're going to use in terms of final rig-performance? So are stash-nodes or direct modifications with unpacked rigs + edit-graphs impacting the speed so that you should use it only for testing things? If I understood this correctly, you can save out the final character to a .bgeo-file. But what exactly contains this .bgeo-file? Is it the whole node-tree starting from the geo-import / skeleton-definition etc to the very last node? Or does this .bgeo holds only all apex-auto rig-components from the first to the last? Or is it something like a "compiled" version of the apex-node-tree-logic?
Hope this makes sense. Thank you!