Is it possible to "Bake to transforms" for all keyfames in animation

I have an older animation ment for G3 that I'm applying to G8, than exporting the figure to Blender.

 I'm using "World's greatest pose converter by  Agentunawares" to convert the animation to G8 which works great in DAZ, however the correction is not applied in Blender unless I bake it to transforms (using Shift+B). Baking however only applies it to 1st key in a 400 key animation. Is there a workaround that would allow me to either do this for all keys or  alternatively apply correction in blender without baking?

Ty for any help.

Comments

  • margravemargrave Posts: 1,822

    Given that baking rotations & translations takes 45 minutes per frame, your computer would be nonresponsive for 300 hours.

    Still interested?

  • you can move the arms up and the legs out with the graph editor.

    expand it and select all the keys on the rotation and drag it up or down depending which side

  • DartanbeckDartanbeck Posts: 21,551

    I wonder if it would work to take the result into a new aniBlock, then apply the aniBlock - if it would then work without the G3/G8 fixer dial?

    Exporting to BVH might be another option. Then import the BVH right away and save that. Just guessing, but I'm converting and saving my animations from one figure to another all the time - these are things that I would try.

  • DartanbeckDartanbeck Posts: 21,551

    Dartanbeck said:

    I wonder if it would work to take the result into a new aniBlock, then apply the aniBlock - if it would then work without the G3/G8 fixer dial?

    Exporting to BVH might be another option. Then import the BVH right away and save that. Just guessing, but I'm converting and saving my animations from one figure to another all the time - these are things that I would try.

    Otherwise, exactly as Wendy suggests too. That works well!

  • nevonevo Posts: 0

    margrave said:

    Given that baking rotations & translations takes 45 minutes per frame, your computer would be nonresponsive for 300 hours.

    Still interested?

    Hmm.. it only takes about a second for me?

    WendyLuvsCatz said:

    you can move the arms up and the legs out with the graph editor.

    expand it and select all the keys on the rotation and drag it up or down depending which side

    This is the best solution for me, tyvm.

    Creating aniblock than baking back to keyframes creates a ton of artefacts when exporting to blender. BVH however works great and is deffinitely something I would use if I had a more complex pose correction to apply.

  • margravemargrave Posts: 1,822

    nevo said:

    Hmm.. it only takes about a second for me?

    Did you check the "Rotation" and "Translation" boxes? Because you'll need both to bake animation.

  • nevonevo Posts: 0

    margrave said:

    Did you check the "Rotation" and "Translation" boxes? Because you'll need both to bake animation.

    Only rotation, but the pose bakes fine, it just doesn't apply to the whole animation. Tried it with translation on to and the same thing happens, takes about a second but only bakes information to 1st frame of the animation. Anyway the BVH export/import and graph editing work just fine so I would consider this solved.

  • PadonePadone Posts: 3,688

    This is a old discussion but I want to add useful information that is not reported here for everyone to be aware.

    As for bvh and aniblocks, they will not bake facial expressions to bones, so this is not useful to export facial animations to blender or other apps.

    To bake animations to bones, including facial expressions, you can use the bake tool: edit > figure > bake to trasforms. It bakes animations perfectly, not just the first frame, but you have to enable traslations too for the face bones to be baked, since they work with translation.

  • WendyLuvsCatzWendyLuvsCatz Posts: 38,202
    edited May 2023

    useful tip for those who use Carrara

    Genesis 3,8,8.1&9 in Carrara using the discontinued Mimic for Carrara and Fenric's BVH exporter will bake the facial bone animations

    and Carara BVH exported animations including facials import to DAZ studio for those figures

    Post edited by WendyLuvsCatz on
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