Bake Deformer tool

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 Display > Wireframe window.