Im trying to take a simulation I made with a sphere exploding and get the animation to bake onto joints so I can bring it into UDK. Does anyone know how I would go about making the animations bake onto the joints so its not on the geometry itself,
Thanks
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I did those steps then I combined the mesh and weighted the correct pieces with the corresponding joints. Everything looked good so I exported using actorX and inside of UDK the whole mesh just follows one joint. I then made a root joint in maya and everything looked good again. Inside of UDK though it still only followed on joint. Is there something I could be missing inside of UDK?
http://img132.imageshack.us/img132/9771/sphere2.jpg
I have the animation from the simulation baked onto the joints and the geometry is smooth binded to the joints with an influence of 1.
I see that the joints animation does not actually work. The channels for the joints are colored like they have animation but the animation doesnt actually change.
In Maya?
Can you please show a screen of your hierarchy expanded in the outliner. And a shot of your construction history of your mesh.
The mesh is just a polySphere I shattered using dynamics then applied a field to explode it. Then it is baked and the rigid bodies are deleted so only the baked on animation is effecting the geo.
http://img703.imageshack.us/img703/3816/screenshot20101207at312.png
http://img545.imageshack.us/img545/4537/screenshot20101207at313.png
You see those transform-nodes in there? (shard#) That's the original transform-node from your pieces, and that still holds the animation that drives the joints. I think you've missed a few steps, one being deleting history on your combined mesh.
Do this:
- Start over from where you have the joints connected to the meshes with a parent-constraint. (It's very important it's a constraint, not parented)
- Select all the joints and bake the simulation (Edit > Keys > Bake simulation)
- Edit > Delete all by type > Constraints (Meshes and joint should still animate the same)
- Go to whatever frame you want to be your new mesh bindpose. (Let's say frame 0)
- Select all mesh-pieces and delete their keyframes, if they're animated. If they're just driven by dynamics, delete their rigid bodies)
(Notice that if you combine animated objects, the animation stays on the objects original transform nodes)
- While still on frame 0, combine the meshes and delete the construction history of the resulting mesh.
- Bind the new mesh to the complete skeleton, and skinweight.
The end result should look like this:
PolySurface1
Joint11
|- Joint10
|- Joint9
|- Joint8
|- Joint7
|- Joint6
|- Joint5
|- Joint4
|- Joint3
|- Joint2
|- Joint1
I'm not very familiar with UDK, but I think that should do it.