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Facial rigging - Baking animation from a parent to a child? (3ds Max)

Hey there!

I have a facial rig that's based on the Gears of War 3 one (http://www.unrealengine.com/files/downloads/Jeremy_Ernst_FastAndEfficietFacialRigging2.pdf)

So, it's a head that's skinned to a bunch of helpers.
Those helpers are children of an offset controller (to fix bad poses etc).
And those controllers are children of a bunch of helpers that are pinned to the surface of a mask, that I deform using morph targets.
So, in short, I'm making facial animation from morphs (or blend shapes) that drive the bones that the head is skinned to.

BUT, when I try to export an animation, all the hierarchy gets carried along. I just want the final helpers to be exported. Tried baking and then removing the link constraints but that doesn't work! How should I approach that?

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  • monster
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    monster polycounter
    The bones (helpers) you want to export need to be constrained not parented to the offset controllers. Page 15 of the PDF you linked to.

    Maybe you can post a screenshot of the hierarchy in the schematic view so we can get a better idea on how you set up your scene.
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