I am curious if there is a way in max to bake morph/vertex animations into skeletal animations? Ive been searching via Google, and haven't turned up anything is this even possible? I have a Catapult to use in this game engine ive been working on but it only supports skeletal animations, I ran a reactor sim on it and baked…
Link some helpers to the catapult via Attachment Constraints (or Script Controllers). Bake their trajectories and use them to drive bones...Skin you Catapult to the ones...might work for easy animations...
Yeah, it really depends on the complexity of your animation. Would it be difficult to just make a new simple rig of bones and use the same Reactor sim setup to bake the animation to the bones instead of to the mesh?
http://www.polycount.com/forum/showthread.php?t=66993 I suggest using Jim Jaggers Align Animated script to align and key the bones to the attachment constrained points.
Awsome Vig, that was precisely what I was looking for, ended up using your cloth tutorial with helpers and constraints to generate the bone animation, Perfect. Thanks for the help