Bake Joint Rotations

GuruvarGuruvar Posts: 344
edited December 1969 in Technical Help (nuts n bolts)

Hello experts,

Silly question. I understand what baking is, and what joint rotations are. What does baking joint rotations do? I kind of understand, but I think I'm messing up my rig.

What are the best uses for this command?

Comments

  • Richard HaseltineRichard Haseltine Posts: 101,032
    edited December 1969

    Which application is this? Where are you seeing the command?

  • GuruvarGuruvar Posts: 344
    edited December 1969

    Hey Richard,

    This was in Daz 3D under the Joint Utility command. I figured out the problem -- Daz 3D doesn't really function optimally with General Weight Maps. In order to make the best use out of Daz's rigging system, you must convert your figure to Tri-Ax Weight Maps. If you attempt to rig with General Weight maps, the bones will often go flying if you try to auto-adjust. And especially if you use the Joint Bake tool.

  • GuruvarGuruvar Posts: 344
    edited April 2015

    Well, it looks like I'm still having problems.

    I adjust my rig accordingly, and when I reload my character, the bones are in the incorrect position. I can correct this by doing auto-adjust to shape, but I cannot afford this for the project I'm doing.

    Does anyone have a solution?

    rig2.jpg
    507 x 523 - 30K
    rig1.jpg
    491 x 509 - 27K
    Post edited by Guruvar on
  • Richard HaseltineRichard Haseltine Posts: 101,032
    edited December 1969

    Did you memorise the rigging and save the figure?

  • GuruvarGuruvar Posts: 344
    edited December 1969

    Hello Richard,

    Thank you. I was making the mistake of choosing 'Save Modified Assets'. It turns out that you have to overwrite the saved character completely in order to sustain the joint positions.

    Much appreciated!

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