I read on the forum that I should bake animations before exporting them to .x, but I can't find how to do this in the blender interface!!
I searched google too but it mostly gives stuff about baking cakes. Or just tells you to bake stuff but not where the actual button is
How do I Bake animations in blender
er...
nono...that's a cool feature, anyway, for producing lightmaps among other thing..
what he ask for is...He surely has a rig, with constraints of the kind: ik solvers, track to, copy to, etc...he wants to bake em, cause if not, the x export will be wrecked (md5 exporter instead does this well, no extra action needed. x may have in a future. )
In Blender 2.43 , the final release (what you download in blender.org, not a non final build) , do this :
* go to Action Editor. (the buddy running icon)
* there where u see a "pin" icon, you will find near a button, "Bake".Click it.(unsure if u need the armature in pose mode with all bones selected...surely not)
* You still in the standard action, the one you used to work. Besides the pin icon, you see a double arrow icon, click it to deploy the list of actions...choose AC:Action.Baked (is the name unless you renamed your initial action, could be AC:UglyOgre.baked , for example, then...) .This way you are using THAT action, the baked one, and you want to use it for exporting (surely NOT for continue editing! ) . You should see now in action editor how keyframes for EVERY bone have populated every frame. Now export. All bones have a keyframe per frame, it "baked" what ever the constraints where doing exactly, but output in standard bone keyframes that the exporter can deal with.
nono...that's a cool feature, anyway, for producing lightmaps among other thing..
what he ask for is...He surely has a rig, with constraints of the kind: ik solvers, track to, copy to, etc...he wants to bake em, cause if not, the x export will be wrecked (md5 exporter instead does this well, no extra action needed. x may have in a future. )
In Blender 2.43 , the final release (what you download in blender.org, not a non final build) , do this :
* go to Action Editor. (the buddy running icon)
* there where u see a "pin" icon, you will find near a button, "Bake".Click it.(unsure if u need the armature in pose mode with all bones selected...surely not)
* You still in the standard action, the one you used to work. Besides the pin icon, you see a double arrow icon, click it to deploy the list of actions...choose AC:Action.Baked (is the name unless you renamed your initial action, could be AC:UglyOgre.baked , for example, then...) .This way you are using THAT action, the baked one, and you want to use it for exporting (surely NOT for continue editing! ) . You should see now in action editor how keyframes for EVERY bone have populated every frame. Now export. All bones have a keyframe per frame, it "baked" what ever the constraints where doing exactly, but output in standard bone keyframes that the exporter can deal with.
Finally making games again!
http://www.konekogames.com
http://www.konekogames.com
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