Bake pose before exporting to collada file
johann.hesters_2e9dd0ece9
Posts: 342
Hello!
When I export my model in a posed state as a collada file and view it in another program, the model is unposed (in a T-Pose).
Does anybody know how I can "bake" the current pose in DAZ? I am not using an animation or so.
Thank you very much for your help!
Post edited by johann.hesters_2e9dd0ece9 on
Comments
Can you load obj files in the other program?
If you dont need animation then I'd export as obj file with collect maps ticked
Unfortunately I cannot use obj files because the armature / bones are lost during the process.
I would really need a collada file.
For collada, Even though not an animation, when I tried, I had to create an extra keyframe and check
show individual settings> Animation>include Transformations
to get the pose through
Hmmm.... did you do anything else?
Because for me that doesn't work. The pose does not get through.
Do I have to "bake" the keyframes? I did not find an option to do that however.
I added a keyframe in the TimeLine (attached as a screenshot).
Is this the right place where I should add a keyframe?
Would an FBX export converted to collada using the free Autodesk FBX convertor work better?
What software are you exporting to? Can it load the pose as a bvh?
.
Well reading your misplaced Mechanim post I see you are using Unity.
I have it but not tried it much, have used Unreal more for rendering with matinee not so far games but recall I had to do two FBX exports, one for the figure one for the motions, the latter has to be motions you can use licensed for games so not too much covered by the DAZ indy license, one reason buying iClone 5 pro and 3DX5 pipeline a good idea and much easier to retarget stuff for game engines too. Ultimate Unwrap 3D is also valuable for polyreducing for games, I use decimator as well just to get DAZ stuff in it, but it seems to do a neater job.
Wow, you're so much into this!
same problem for me, when exporting as collada the pose is not preserved ! Any solution ?