Bake deformers on a character

You can bake deformers onto a character to approximate the deformations for game engines with limited deformer support.

To bake a character's deformers

  1. Select Skin > Bake Deformation to Skin Weights. The Bake Deformer Tool window appears.
  2. Right-click the top of the character's hierarchy (for example, the hips) and choose Select Hierarchy from the contextual menu. The entire character skeleton is selected.
  3. Shift-select the Character mesh.

    Select both the skeleton and the mesh

  4. Click Source in the Bake Deformer Tool window to add your character's properties to the Source fields.
    Note: If you add multiple skin clusters to the destination mesh, a dialog appears asking you if you want to create another. This is to prevent accidentally overwriting the first skin cluster.
  5. Now, do the same for the destination character. (Right-click the hips joint, choose Select Hierarchy and then Shift-select the mesh.)
  6. Click Destination in the Bake Deformer Tool window to add your character's properties to the Destination fields.
  7. Click Apply. The Source Character performs a series of quick transformations to calculate the deformer weighting.
  8. You can verify that the deformers have been converted to cluster deformers by comparing the two characters in the Attribute Editor; the destination character will have no deformer tabs except for a skin cluster.
    Note:
    A progress bar in the Help Line lets you track the Bake process. The speed of the Bake process varies depending on many factors. You will see a warning if there is not enough memory to complete the solve and you can press Escape to cancel the process at any time.