I have finished my keyframe animation and lighting for a single character motion demo. I animated with the smooth preview turned on from MAYA 2008. When I do the final smooth proxy for my rendering (since preview does not render as smooth polygons), I find that my head of the character exploded as I smooth proxy it. And the smooth button just add more resolution to the polygonal geometry but not smoothing it. The body and clothes are seperate objects without blend shapes binded skin to the joints, so they are not affected. Then I found that there is an extra head displayed as wireframe in the scene, which is causing the unwanted deformation when smoothing. I tried every way to delete or extract or seperate the extra head but none worked. It appears to be the same object to the binded blended head of the character. I cannot even delete the faces. So when I render the scene, I see an extra head floating at the initial position above the center of world. It is frustrating that I have everything ready to go but just this headache in the way.
If anyone knows how to force seperate this false head or maybe there is a way I can replace with a new head but keeping all the key frames, please help. I am desperate.
Perhaps you could post a screen grab of your problem... not sure I fully understand what your problem is.
It sounds like you may need to change the order of your input operations (the order in which Maya computes each node). Often, applying smooth after an object has been skinned or has a blendshape applied causes some weird geometry problems.
I don't fully understand either but here are some options.
1. Try to select the "extra head" and tell it not to render.
2. Select it and hide it if that works.
As Global said depending on how you've got your connections set up you most likely accidentally ordered it in a way where you can't adjust the smooth anymore after you've keyed the blendshape node. Or something equally weird.
Try hiding or not rendering the head, if that doesn't work show us a couple screen shots of the extra head, and the connections surrounding your head mesh/blendshape node.