hibigibees
10-27-2006, 07:36 AM
hi,
(I had posted the same thread in dt too)
I have not attempted the following but I need to know if such a thing is possible;
Each poly vertex or each polyshape nodes component has TX, TY and TZ on the channel box and I know its possible to animate that, for moving that point in world space. But is it possible to bake out the animation of a polygon mesh rigged character's controls to those poly components ?
I am aware that there a some mel scripts which bake the animation to a single blendshape node on per frame basis. i.e. it creates a source -inbetween(s)-target blendshape based on the no of frames of animation on each frame... but what about baking the animation to the vertices... The ultimate goal of baking out items is for fast navigation and feedback when animation is played/playblast etc and its saves a lot of time while rendering too... I guess, geo cache which is available in max and maya now which does that...
sriram...
(I had posted the same thread in dt too)
I have not attempted the following but I need to know if such a thing is possible;
Each poly vertex or each polyshape nodes component has TX, TY and TZ on the channel box and I know its possible to animate that, for moving that point in world space. But is it possible to bake out the animation of a polygon mesh rigged character's controls to those poly components ?
I am aware that there a some mel scripts which bake the animation to a single blendshape node on per frame basis. i.e. it creates a source -inbetween(s)-target blendshape based on the no of frames of animation on each frame... but what about baking the animation to the vertices... The ultimate goal of baking out items is for fast navigation and feedback when animation is played/playblast etc and its saves a lot of time while rendering too... I guess, geo cache which is available in max and maya now which does that...
sriram...
