- From the
Rigging menu set:
- Enter
BakeDeformerTool in the
Maya
Command line
Bake Deformer Tool
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:
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.
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.
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.
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.
-
- Number of influences
- Lets you increase or decrease the maximum number of influences that are used per vertex.
- Colorize Skeleton
-
- When on, bound skeletons and their skin vertices are colorized so that vertices appear the same color as the joints and bones that influence them.
- You can also use a script in the
Script Editor to activate skeleton colorization using the following flag on the
bakeDeformer command:
colorizeSkeleton = true
Note: You can change the colors of individual joints and bones from the
window.