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Re: Baking [Re: Dan Silverman] #276515
07/05/09 13:12
07/05/09 13:12
Joined: May 2002
Posts: 7,441
ventilator Offline
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ventilator  Offline
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that's animation retargeting.

the term "baking" more often gets used with textures.

many game model formats don't support all the constraints like IK and so on. so some applications/exporters require to set keyframes on every single bone for each animation frame so that the constraints aren't needed anymore and the animation can get exported to such formats. this sometimes gets called "baking" too.

Re: Baking [Re: ventilator] #276539
07/05/09 15:14
07/05/09 15:14
Joined: Oct 2006
Posts: 1,245
A
AlbertoT Offline OP
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AlbertoT  Offline OP
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A

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yes this was the kind of " baking " I was talking about

A Cinena 4d user complained that it is hard to export animations into Unity3d via FBX, because sometines frames can not be " baked "
I was about to purchase Cinema 4d thanks to its FBX exporter , its well known ease of use and the reasonable price...just in time wink

Do you know whether I can expect the same problem also with Blender -> FBX -> Unity ?

Last edited by AlbertoT; 07/05/09 15:15.
Re: Baking [Re: AlbertoT] #276549
07/05/09 15:55
07/05/09 15:55
Joined: May 2002
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ventilator Offline
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ventilator  Offline
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i think blender doesn't need this "baking" because python exporters can access each bone matrix at each animation frame anyway without having to set keyframes.

Re: Baking [Re: ventilator] #276589
07/05/09 18:10
07/05/09 18:10
Joined: Nov 2004
Posts: 7,121
Potsdam, Brandenburg, Germany
Machinery_Frank Offline
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Machinery_Frank  Offline
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I often saw people from Modo or sometimes from Lightwave using Blender for animation or fluid simulation. After that they transfered the animation in a quite new format (point oven, *.mdd). This is actually some vertex animation format.
So they can transfer it to another application and render the animated content. They cannot change it anymore since it is baked into vertex animation. But they can render it everywhere.

Something similar applies when you bake bone or ik animation into vertex animation for game engines.


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Re: Baking [Re: Dan Silverman] #276595
07/05/09 18:32
07/05/09 18:32
Joined: Oct 2005
Posts: 4,771
Bay City, MI
lostclimate Offline
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Originally Posted By: Dan Silverman
Quote:
I'm curious about the baking in context of animation:
Was it about baking physical movement into an animation?


I once saw a Softimage video where they took a fully animated human model and placed it overlapping a completely different model that was not animated at all. Then, using some special tools within the app, they baked the animations from the fully animated model into the non-animated model. From what I remember, the non-animated model did not have a skeleton set up or any information for which vertices were attached to which bones, etc. So the non-animated model got all of its information from the fully animated model and, despite the differences in the models, it worked out fairly well. This meant that new models could have animations baked into them and then tweaked if needed, thus speeding up the process.

I am not an animator, so I might have described this incorrectly.


this is probably some kind of vertex weight paint baking. I wonder if they'll ever do something like this with blender, doesnt seem like it be too hard.

Last edited by lostclimate; 07/05/09 18:33.
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