[ QUOTE ] good ole google: http://www.christopher-thomas.net/pages/...ra_transfer.htm scoll down or do a ctrl F to find bake animation. there is a link in there for a script. looks like it should definitely work since it's asking you to pick the node to bake, then the node to bake onto. [/ QUOTE ] We looked at this a while…
You know, another option might be to select all the bones, then create a keyframe on every frame. You might be able to script this fairly quickly, using the output from the Listener. You could also manually do a couple frames and test the export path just to see if the idea works. Select all the bones, turn on Listener,…
good ole google: http://www.christopher-thomas.net/pages/...ra_transfer.htm scoll down or do a ctrl F to find bake animation. there is a link in there for a script. looks like it should definitely work since it's asking you to pick the node to bake, then the node to bake onto.
I'm working w/ richkid on this as well. In Maya, there is a simple 'Bake simulation' option under Edit > Keys. This does what we need, takes the keyframes from the spline controllers and bakes them down to the bones, ready for export to the engine. The rig is in 3ds Max and the FBX exporter won't exprt the constraints.…
[ QUOTE ] Might not help, but one thing we got to work in our own Max exporter was the ability to export any skeleton, no matter what controllers were used or how many keyframes, just by making sure the bones are linked in a regular forward hierarchy. The controllers can subvert this, at the controller level, for…