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# 4 15-01-2007 , 07:53 PM
Registered User
Join Date: Jan 2007
Posts: 3
Well I received an answer to this question by asking someone who had already done it before, so I thought I would put their response on here:

"I took the ET hand and made it better, more polys. Then triangulate and delete history. Then I rigged it with a skeleton I made. Then animate the joints to the way you want your animation. To export a skinned mesh from Muskoka, go into component mode, select all the verts in your skinned mesh, then go to:

Edit > Keys > Bake Simulation [options]

Have everything set as below. Then Maya will bake all the locations per vert, per frame. Then you export that mesh and all should be good. Make sure 'process animation' is selected in the export options."

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Bake Simulation Options:

Hierarchy: Selected
Channels: All Keyable
Driven Channels: [un-checked]
Control Points: [checked]
Shapes [un-checked]

Time Range: Time Slider

Sample by: 1.0000

Keep Unbaked Keys: [checked]
Sparse Curve Bake: [un-checked]
Disable Implicit Control: [checked]
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