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#1 (permalink) |
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New Member
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Bake Animation Issue
I select all the joints, the mesh, then the controls. I bake the animation and delete the IK controls. Everything is fine after this. I export as FBX and reimport to check the animation...below is what happens.
the shoulders are child to the neck joint and the chest plate is a child to the spine. heres a video Video - TinyPic - Free Image Hosting, Photo Sharing & Video Hosting
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Portfolio: http://www.flickr.com/photos/31266066@N04/sets/ 5/12: Availible for freelance work |
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#2 (permalink) |
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New Member
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just in case anybody ever has this issue it was a transform node I left behind on the mesh. I had to rebind the rig and paint the weights again.
__________________
Portfolio: http://www.flickr.com/photos/31266066@N04/sets/ 5/12: Availible for freelance work |
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#3 (permalink) |
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Senior Member
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Did you select the characters mesh also when you did the bake?
Look like everything is fine except for the mesh losing its skinning information. I do a lot of baking down where I am at. Assuming your file is made up of... a skinned character mesh a set of bone a set of controls a set of parented armor/weapon objects Try just grabbing the bones and baking them, THEN delete the controls and IKs. This should leave you with an attached skin with parented weapons and armor and baked out bones. |
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#4 (permalink) |
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New Member
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cant tell ya how many times I did that lol. Im guessing in the end the animation was getting placed on the transform node that was separated form the geometry. I think I lost track of how many different methods I went through before I finally determined what it was.
__________________
Portfolio: http://www.flickr.com/photos/31266066@N04/sets/ 5/12: Availible for freelance work |
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