Hey guys, I'm in the process of animating a model, and I'm wondering if there's any feasible way to use IKs. Are there any tools that can bake the IK animations to FK?
What are you using? I know how to go about this through the use of Maya. In Maya you should be able to animate with your IKs as normal. Then select all your bones, go Edit > Keys > Bake Simulation. This should "bake" all the animations you created through IKs down to the bones. After that, you can rip out the IKs leaving just animated bones as if you just did the animations through FK. You will have more keys, but now you will have no IKs to worry about.
You can export the model 3ds file and then import it, 3ds files don't support ik, so the animation is baked to the bones. As far as I know, there's no better way to do it.
Inverse and and forward respectively. Think of a snake as inverse, able to move almost without gravity, whereas forward kinematics are a more normal bone structure.
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Hey guys, I'm in the process of animating a model, and I'm wondering if there's any feasible way to use IKs. Are there any tools that can bake the IK animations to FK?
Yes.
@tigerija: Go
I don't think the m3 exporter supports IK, so what should I use then?
Edit: saw your pm
What are you using? I know how to go about this through the use of Maya. In Maya you should be able to animate with your IKs as normal. Then select all your bones, go Edit > Keys > Bake Simulation. This should "bake" all the animations you created through IKs down to the bones. After that, you can rip out the IKs leaving just animated bones as if you just did the animations through FK. You will have more keys, but now you will have no IKs to worry about.
@PermaG: Go
You can export the model 3ds file and then import it, 3ds files don't support ik, so the animation is baked to the bones. As far as I know, there's no better way to do it.
Only by baking animations yes. But that takes a lot more space...
To clarify, what you are saying is that you cannot convert a model made in 3ds for use in Starcraft 2 unless you bake the animations?
Out of curiosity, what exactly are IK and FK animations? I assume 'K' stands for "Keys?"
@Circulation: Go
Kinimatics
Inverse and and forward respectively. Think of a snake as inverse, able to move almost without gravity, whereas forward kinematics are a more normal bone structure.