07 July 2009 | |
![]() |
|
Hadoken!
portfolio
LD Smith
Art Director
Escalation Studios
Dallas,
USA
|
baking ncloth animation (maya 2009)
I'm trying to bake out ncloth animation so I can export as FBX and import it in another app (specifically XSI). I found this thread but it was never actually answered.
I've tried edit->keys->Bake simulation, but that just seems to plot keys on each frame, and it makes it so I can delete the ncloth node (which means shapes are being stored somewhere), but the shape manager is empty too! If I try to export the baked cloth out as an FBX it comes into XSI with all of the frames, but no animation (as expected from mayas shape/graph editor). Anybody know how to get this baked out so I can export to FBX with animation? __________________
|
07 July 2009 | |
![]() |
|
Hadoken!
portfolio
LD Smith
Art Director
Escalation Studios
Dallas,
USA
|
hrm, actually I just realized that FBX doesn't support shape animation. Guess it's time to get a point cache going
__________________
|
07 July 2009 | |
![]() |
|
Know-it-All
portfolio
Thomas Mueller
Deadline Lover
mindsample ltd
London,
United Kingdom
|
AFAIK you can bake it by using the ControlPoint option in the Bake Box - baking each points position into an animation curve - it will be slow, or depending on the density of your cloth, very slow. But I have done this a few times to get stuff into Houdini from Maya.
__________________
---------------------------------------------------------- "It was just a dream, Bender. There's no such thing as two!" |
09 September 2009 | |
![]() |
|
Frequenter
portfolio
Gary Abrehart
3D Artist/Animator
Westerham,
United Kingdom
|
I am also trying to bake my nCloth simulations so that I can export my cloth object (in this example a cloak) to another Maya file so that it can be merged with existing animation and then hopefully be rendered…
I have tried your point method Thomas but had no luck, or am I not doing something correctly? |
09 September 2009 | |
![]() |
|
Know-it-All
portfolio
Thomas Mueller
Deadline Lover
mindsample ltd
London,
United Kingdom
|
I am not sure what you mean by "no luck" - essentially if you bake the animatino you should have an animation curve per vertex. Then exporting and importing, particularly in maya should be trivial - where does it go wrong and how?
__________________
---------------------------------------------------------- "It was just a dream, Bender. There's no such thing as two!" |
09 September 2009 | |
![]() |
|
o.o
portfolio
John Cocks
Curitiba,
Brazil
|
If you use the regular geometry cache instead of the nCache and export using FBX it should import fine into any application that uses a recent-ish version of the FBX SDK. I have gone between Maya and Houdini like this a number of times.
|
09 September 2009 | |
![]() |
|
Frequenter
portfolio
Gary Abrehart
3D Artist/Animator
Westerham,
United Kingdom
|
Quote:
I am not sure what you mean by "no luck" - essentially if you bake the animatino you should have an animation curve per vertex. Then exporting and importing, particularly in maya should be trivial - where does it go wrong and how?
OK, this is what I do: Select the nClothShape1 (the Current Mesh not the Input Mesh) and then go to the Edit>Keys>Bake Simulation options box. I leave everything as it is except control point which I click. Once it has baked the keys I then go File>Export Selection (using default settings) and save it as a *.mb file. Then I open up the Master Maya file and import the *.mb object (default settings) that I just exported. Is this the correct method? |
09 September 2009 | |
![]() |
|
Frequenter
portfolio
Gary Abrehart
3D Artist/Animator
Westerham,
United Kingdom
|
When I did a test object this method worked. In my actual scene I am using a reference object and that is where the fun starts…
It don't seem to work with referenced objects!!! I will have to import my object, transfer the animation from the referenced object and then export it - that should work ![]() |
09 September 2009 | |
![]() |
|
Expert
|
Thread automatically closed
This thread has been automatically closed as it remained inactive for 12 months. If you wish to continue the discussion, please create a new thread in the appropriate forum.
__________________
CGTalk Policy/Legalities Note that as CGTalk Members, you agree to the terms and conditions of using this website. |
Thread Closed share thread |
«
Previous Thread
|
Next Thread
»
|
|
|