- From the
Rigging menu set:
- Enter
BakeDeformerTool in the
Maya
Command line
Use the
Bake Deformer Tool to approximate deformations from arbitrary deformers so that you can export complex rigs to applications that have limited deformer support. This method binds meshes to skeletons using a 'smart' calculation of weight values.
Note: Bake Deformation to Skin Weights does not create a new type of deformer, nor does it modify the result of the existing deformers on the Source character.
Note: This works well with deformations like
Rigid Bind and
Delta Mush. You can also use it as a quick trick for determining default character bind weights
See
Bake deformers on a character for information about using this tool.
- Source
- Specify the character you want to simplify.
-
- Mesh
- The mesh that is to be baked.
- Skeleton
- The skeleton that is to be baked.
- Destination
- Specify what receives the transformation.
-
- Mesh
- The mesh to which deformations are applied.
- Skeleton
-
- The skeleton to which the deformation are applied.
- After Maya 2018 update 4, skeleton colorization is no longer automatic when you use the Bake Deformer tool and no color is assigned to the skeleton when you create a new skincluster.
-
Now, skeleton colorization is optional. If you want the skeleton to be colorized, you can activate it with a script in the
Script Editor using the following flag on the
bakeDeformer command:
colorizeSkeleton = true
- Number of influences
- Lets you increase or decrease the maximum number of influences that are used per vertex.