Baking Facial Bones Takes 45 Minutes?
I've been experimenting with Bake to Transforms lately, to get rid of all the useless parameters I don't need and slim my pose loading times down.
It works with rotation-based body poses, but as soon as I try to do it for facial translation bones, my system grinds to a halt.
My process was:
- Select all the children of the head bone, and their children, in the scene tree.
- Set Nodes to Selected and Propagation to None.
- Change the Property Path to Pose Controls/Head.
- Check all the translation axises in addition to the rotations.
- Leave "Visible Sub-Components Only" checked.
I figured that turning propagation recursion off and removing all the non-head pose controls would speed things up, but it still took a whopping 45 minutes to complete, which is not conducive to my workflow.
Is that really how long it takes? Can somebody explain if there's a way to change the options so that baking the face pose controls (I'm only interested in the Daz default ones, I don't use or care about the third-party ones) takes less time than watching an episode of TV?
Comments
In another thread:
https://www.daz3d.com/forums/discussion/530851/is-it-possible-to-bake-to-transforms-for-all-keyfames-in-animation
a user says it only takes them one second to bake transforms. I took the complete lack of response to this thread to mean that's just how long it takes, but if there's a faster way, can somebody explain it, please?
Just tried with a G8F with face expressions and body pose controls, here it takes some seconds, default options with rotation and translation selected. May be it also depends on the complexity of the figure, for example if the figure is a mix of other figures it may probably take more time to evaluate. Also it may depend on the extension of the content library. If it is like the loading time then the more morphs you get into your content library the more it takes time to evaluate.
You may try a content library with only G8F installed and see what you get.
It was a single iSourceTextures character dialed-in, and I was only baking Daz's built-in facial controls. If anything, I'd like to find a way to exclude body morphs from being baked--I'm not sure why they would even be affecting bone rotations in the first place.
You're right, I should give it a try with an empty content library.