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Mr Fudge
04-03-2003, 12:19 PM
Is there anyway to bake the deformations created by a skeleton onto the geometry for export to max?

I have tried using the FBX plugin but that isn't working.

I see that you can bake blends, and that works great. So I was wondering how to do the same for skeletons...

Thanks,
K

alexx
04-03-2003, 01:07 PM
you can delete the histroy of your geometry. that will detatch it from the skeleton and apply the current deformations to it -> thus bake it in a way..


cheers

alexx

Mr Fudge
04-03-2003, 02:42 PM
OK,

But I do this and it only retains the deformations for whatever frame it is on not the entire anaimation....

Am I missing something???

Caio,
K

alexx
04-03-2003, 03:19 PM
oh.. you want to bake out the vertex animation?

beaker
04-03-2003, 05:25 PM
If you know mel and max scripting there is an older maya to max translator for baking vertex for every frame of animation, it exports a sequence of obj files and importing it into max as a giant morph/blendshape. It was for maya 2.0/max 3, so it may need some updating to work with maya 4.5/max 5.

Forgot to add. The script is on highend3d.com

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