I need some help on how to bake a deformer that's affecting geometry to the vertices of that geometry. I want to be able to delete the deformer and keep the animation intact. Specifically my setup is basicly a poly plane that translates through a bend deformer. I've tried baking it through bake simulation, but the bake…
If not enuff memory and If deleting all history anyway... How about transfering the pnt animation to a duplicate? if yes save following code as cly_bakeVtxDuplicateTransfer.mel select poly object and execute like: cly_bakeVtxDuplicateTransfer 1 substituting 1 for the desired step increment for keys ( integer fer now ) //…
i´m not shure it this suites for your problem, but you can bake an pointcache in maya geometry cache>create new cache or you can script out an blendshape every frame without the animation and apply it later under your skin cluster. Why is it necessary that you delete the deformer?
I tried your script in a test scene. Cool stuff :) But it didn't solve my problem as maya kept crashing after thinking 30 min when I applied it to my heavy work scene. I guess dublicating that mass of geometry animated over 1500 frames was more than my poor comp could handle :P I can see a lot of use for this script, so…
when maya freeze after you cached the files you can shut down maya, open the scene, delete all deformer and load the cache. (or wait poob. some time, depends on os and machine)
Caching works. Thank you;) The thing is that the geometry I'm deforming is about 500-600k polys, so simulating it isn't really an option since the scene becomes unworkable. It also increases my render time alot, so I figure if i can store the deformer data somewhere I'd solve a lot of problems. I just hope my computer can…