View Full Version : Bake Modifer Animation onto Bones?
Jynks 10-25-2007, 12:41 PM Hi I am trying to bake modifer animation into a bones system... any one have any idea how i would go about this or have a script that already dose this?
Basicaly, I am using the .X exporter for games and mesh animation (like morph etc) is not supported. So I thought if you made a bunch of bones linked to vertexes in the mesh as it deforms you coudl then bake the animation of the bones movment into them...
IS this possible?
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So your talking about facial morphs to bones right? I'm guessing something like this:
first off you need a bone or point for each vert
(
local pointArray =#()
slidertime = -1 -- bind pose (frame you skin the mesh too)
with animate on
(
for i = 1 to selection[1].verts.count do
(
p = point()
p.pos = selection[1].verts[i].pos
append pointArray p
)
)
with animate on
(
for f = animationRange.start to animationRange.end do
(
slidertime = f
for p = 1 to pointArray.count do
(
pointArray[p].pos = selection[1].verts[p].pos
)
)
)
)
this is the basics, you could do more too, like building a hierachy etc - i would do something like append an array as a paramblock in the scene with the points/bones.You could then check in the first place if this array is populated with the points/bones and animate them. If not populate it.
You'd have to do this:
generate all the animations for the points/bones
blow away the morph animation
skin to the points/bones
Jynks
10-25-2007, 09:18 PM
yea.. i have been doing it manualy sorta like that... but not a scripter.. was woudnering if you have any other advise on how to script this.
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10-25-2007, 09:18 PM
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