Trouble baking animated & deformed character mesh


#1

Hi all

I need to get a static mesh copy of a character that I animated using the c4d character object workflow. I did a little search and found suggestions to 1) bake out as alembic 2) give the characters mesh a “point cache” tag and cache the deformation 3) convert hierarchy with “current state to object”.

Unfortunately nothing seems to work (at least the way I do it). The moment I delete the character object my model is back in T pose…

Maybe someone can give me advice on this?

Cheers

Rembert


#2

I recently had to do that as well. I threw the whole character hierarchy into a connect-object (without changing anything) and exported that as an alembic. That worked really well. Praise to the dev who implemented the holy connect :smiley:


#3

Many thanks! This really did the trick!