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[Closed] Bake Modifer Animation onto Bones?

Hi I am trying to bake modifer animation into a bones system… any one have any idea how i would go about this or have a script that already dose this?

Basicaly, I am using the .X exporter for games and mesh animation (like morph etc) is not supported. So I thought if you made a bunch of bones linked to vertexes in the mesh as it deforms you coudl then bake the animation of the bones movment into them…

IS this possible?

2 Replies
 eek

So your talking about facial morphs to bones right? I’m guessing something like this:

first off you need a bone or point for each vert

 ( 
local pointArray =#()
 
slidertime = -1 -- bind pose (frame you skin the mesh too)
 
with animate on
(
	 for i = 1 to selection[1].verts.count do
	 (
	 p = point()
	 p.pos = selection[1].verts[i].pos
	 append pointArray p
	 )
)
with animate on
(
	 for f = animationRange.start to animationRange.end do
	 (
	 slidertime = f
 
		 for p = 1 to pointArray.count do
		 (
		 pointArray[p].pos = selection[1].verts[p].pos
		 )
	 )
)
)

this is the basics, you could do more too, like building a hierachy etc – i would do something like append an array as a paramblock in the scene with the points/bones.You could then check in the first place if this array is populated with the points/bones and animate them. If not populate it.

You’d have to do this:
[ol]
[li]generate all the animations for the points/bones[/li][li]blow away the morph animation[/li][li]skin to the points/bones[/li][/ol]

yea… i have been doing it manualy sorta like that… but not a scripter… was woudnering if you have any other advise on how to script this.