I have an object with a bunch of Vertex Groups. I need to use those Vertex Groups "after" an elaborate nest of Geometry Nodes. In general, how is this done?
As for what I've tried, sadly my typical approach of "do a bunch of work and watch Blender kindly overlook what I technically asked for and instead provide what I meant" is not going well. I see in the manual that Geometry Nodes genericizes all attributes (why?!). True enough, I see populated columns in Spreadsheet→Evaluated→Mesh→Vertex with the same names as my Vertex Groups. But I can't figure out how to then access them. I started down the road of tossing Capture/Store Named Attributes all over my GN trees, but only seemed to encounter additional problems—I'll write a separate question if that's the right road.
Here's a sample file created in v4.1, in which a Join Geometry node causes the above effect on two copies of incoming geometry. An Icosphere with a Vertex Group has two modifiers added; Geometry Nodes to pass through the original, plus create and move a duplicate icosphere, and a subsequent Mask modifier to hide part of the original Icosphere mesh by Vertex Group.
Unticking the ✓Join box in Icosphere→Modifiers→JoinerGN only gives the Join Geometry node one copy (translated and no-op joined, yet VG-intact?), and lets the lower Mask modifier work as intended, revealing the green "Go" object. How could the setup be altered such that, for example, the Mask modifier can affect the all of the Geometry Nodes-manipulated geometry?
edge_bevel_weight
survives..) I'll bow to superior knowledge.. but this looks to me like a stage in the evolution of Blender, which will eventually see the end of vgroups altogether? $\endgroup$