SideEffectt
07-31-2009, 05:57 AM
Hi
I'm very new to rigging and could use a little direction.
Right now I've got a copy of my FK rig following a biped with a motion capture animation loaded using orientation constraints.
Now I'm trying to figure out a way to bake the animation from that copied rig to my original rig so I can mess with it using animation layers and my control objects.
Is this possible to do? I don't have any scripting knowledge, I only know basic stuff with wire parameters haha.
I did find this thread in my searches
http://forums.cgsociety.org/showthread.php?f=54&t=554036&highlight=bake
and Paul mentions this:
The second method is to bake the animation over from the point helpers to the animation rig. Select all the point helpers that you created and linked to the mocap rig and do a save animation on them and turn on world transforms when you do it so that it saves a key for every frame. Now load that animation back onto the controls for the animation rig. If the two are named similarly it will do the mapping for you. You could also script this very easily. Now you can delete the mocap rig from the scene.
This seems like what I want to do but I get lost when he says do to a save animation on them. Do you mean Animation>Save Animation? (Max 2010)
I don't see anything that says "turn on world transforms". Maybe this is from an older version and renamed recently?
I'd really appreciate any help on this.
Thanks
Jesse
I'm very new to rigging and could use a little direction.
Right now I've got a copy of my FK rig following a biped with a motion capture animation loaded using orientation constraints.
Now I'm trying to figure out a way to bake the animation from that copied rig to my original rig so I can mess with it using animation layers and my control objects.
Is this possible to do? I don't have any scripting knowledge, I only know basic stuff with wire parameters haha.
I did find this thread in my searches
http://forums.cgsociety.org/showthread.php?f=54&t=554036&highlight=bake
and Paul mentions this:
The second method is to bake the animation over from the point helpers to the animation rig. Select all the point helpers that you created and linked to the mocap rig and do a save animation on them and turn on world transforms when you do it so that it saves a key for every frame. Now load that animation back onto the controls for the animation rig. If the two are named similarly it will do the mapping for you. You could also script this very easily. Now you can delete the mocap rig from the scene.
This seems like what I want to do but I get lost when he says do to a save animation on them. Do you mean Animation>Save Animation? (Max 2010)
I don't see anything that says "turn on world transforms". Maybe this is from an older version and renamed recently?
I'd really appreciate any help on this.
Thanks
Jesse
