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Quick max tip - fast baking of animated position

polycounter lvl 18
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Rick Stirling polycounter lvl 18
You probably already know how to do this, but I’ll tell you anyway since it’s useful in max.

The problem I sometimes get with running through dozens of character models in a project is that parts (lets choose hands as an example) were modelled in one position, skinned, and then the initial postion/pose of the bones get moved.

What happens when you turn skin off and on? The hands snap back to their initial position. I used to save out skin weights, collapse the mesh, reapply skin, reload weights. But that was slowin' me down man! So...

* Copy the skin modifier in the stack.
* Paste it.
* You now have two skins in the stack, and the hands have moved in the wrong direction (opposite to their build position).
*Collapse To the first skin modifier onto the EPoly/EMesh below it. This bakes the correct animated position/pose into the mesh.
*You still have a copy of the skin modifier will the correct bones and weights, but the wrong position. hmm
* Ah! Toggle always deform off and on.


Sorted.

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