Join Adam Crespi for an in-depth discussion in this video Baking animation to target characters, part of Working with HumanIK Rigs in Maya.
If we need, we can bake an animation into a skeleton, giving us keyframes at every frame.…We'll use this often in an export.…Let's say we're going out to a game engine where we want to bake the animation…into the skeleton, so that we transfer across to our game engine bones, skin,…and skin weights without controls.…I'll select my skeleton on this second fellow here, making sure I don't grab any…of the existing one.…And under the blue button here, I'll choose Bake and Bake To Skeleton.…I have two options here, baking to the skeleton and baking to the Control Rig.…
Baking to the Control Rig doesn't key the bones;…it keys every key for all the control rig elements.…Doing the skeleton, keys every bone in the skeleton, making the control rig not…necessary, baking the animation in, suitable for transfer.…I'll click on Bake Skeleton and look at the properties a little bit.…What we can see here is that we have some choices in what we're choosing to bake.…We can bake everything or just part of it.…We can pick, simply parts in a hierarchy.…
- Planning the workflow
- Creating the skeleton
- Creating animation clips in the Trax Editor
- Baking animation
- Sending control rigs to MotionBuilder