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Baking "Follow Curve" CHOP to skeleton for FBX export


craiglhoffman

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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

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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.

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