Jynks
03-31-2009, 08:36 AM
Hi there.. I am trying to get deformations like bend, noise, wave etc into a .X file. The engine I am using dose not support morphing and stuff... so the only way I can get animations into the .X is to use standard bones systems.
I was woundering if any of you knew of a script that can do this....
For example noise deformer on a place with a 10x10 grid and animated to ungulate.
I am looking for a script that can .......
Add a bone at each vertex of the mesh
Add a skin modifier to mesh
skin each vertex to each bone
transform the x,y,z movement of each vertex onto the bone
remove the transform
I understand if this needs to be dine in a few steps or w/e
Basically I am, trying to bake the vertex animation into bone movements then map each bone to a vertex in the mesh... so now all the vertex movement of the deformer is driven by standard bone animation though skin, so you can del the deformer completely and export the rig/bones/mesh and have it run in the .X file.
Thanks in advance if you have any ideas on how to do this.
Jynks
PS- if you have a better way to "bake" defomation modifiers into bones so you have bones running teh deformation on teh object instead of the modifer them let me know.
I was woundering if any of you knew of a script that can do this....
For example noise deformer on a place with a 10x10 grid and animated to ungulate.
I am looking for a script that can .......
Add a bone at each vertex of the mesh
Add a skin modifier to mesh
skin each vertex to each bone
transform the x,y,z movement of each vertex onto the bone
remove the transform
I understand if this needs to be dine in a few steps or w/e
Basically I am, trying to bake the vertex animation into bone movements then map each bone to a vertex in the mesh... so now all the vertex movement of the deformer is driven by standard bone animation though skin, so you can del the deformer completely and export the rig/bones/mesh and have it run in the .X file.
Thanks in advance if you have any ideas on how to do this.
Jynks
PS- if you have a better way to "bake" defomation modifiers into bones so you have bones running teh deformation on teh object instead of the modifer them let me know.
