craiglhoffman Posted August 17, 2014 Share Posted August 17, 2014 Hi everyone, I have a skeleton (driving a mesh) that is driven by curves extracted (live) from a cloth dynamics using the "Follow Curve" solver in the InverseKin CHOP, but the animation on the skeleton doesn't come out when I export the skeletal mesh using FBX. Is there a straightforward way to bake animation onto the skeleton so I can export this via FBX and use it in a game engine? I tried some of the solutions for baking CHOPs from dynamics I found online but they didn't work for this application. Thanks for any help! I hope Side Effects will support baking when exporting in an easy fashion since this could be a pretty powerful way of getting complex dynamics motion into games, etc. Thanks, Craig Quote Link to comment Share on other sites More sharing options...
edward Posted August 18, 2014 Share Posted August 18, 2014 This appears to be an oversight, please log a bug. As a workaround, I found that if I turned on the export flag on the corresponding InverseKin CHOP node, then that tricks the exporter into knowing that the bones are time dependent. Quote Link to comment Share on other sites More sharing options...
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