martinB
04-28-2009, 10:56 PM
This has been nagging me for a while...:
How would you go about baking down bone animation produced by an HI IK controller?
I would like to create one keyframe per frame for each bone in the scene, using standard PRS controllers and no IK.
Additionally, the bone object itself should remain the original one - so I cannot simply create a new bone without IK and then copy the IK'ed transform over to the new bone (this would not work if the original IK bone is used in a Skin modifier, for example).
So the first difficulty I encounter is that I seem not to be able to remove an 'IKControl' controller from a bone. Also, I could not find a way to figure out which IK handle a certain IKControl controller is affected by. And given an IK Handle, I could not even find a way to get all affected bones, so I am fairly stuck.... ;)
Any ideas welcome!
-- MartinB
How would you go about baking down bone animation produced by an HI IK controller?
I would like to create one keyframe per frame for each bone in the scene, using standard PRS controllers and no IK.
Additionally, the bone object itself should remain the original one - so I cannot simply create a new bone without IK and then copy the IK'ed transform over to the new bone (this would not work if the original IK bone is used in a Skin modifier, for example).
So the first difficulty I encounter is that I seem not to be able to remove an 'IKControl' controller from a bone. Also, I could not find a way to figure out which IK handle a certain IKControl controller is affected by. And given an IK Handle, I could not even find a way to get all affected bones, so I am fairly stuck.... ;)
Any ideas welcome!
-- MartinB
