Is Bake To Transformation my Solution?
I'm trying to export an animation (which I didn't create) to Cinema-4D via FBX. I've done this a hundred times with no issues, but this animation has something different, mostly with the fingers. When I retarget in Cinema-4D, the fingers become deformed, which usually means the default rigging pose has been changed. When I turn off the joint weight tag, I can see the default pose. This is a Genesis-8 figure, and it goes to an “A-Pose”. The fingers though are not straight out, but like a “grasp” pose.
I went back into DAZ-3D and in the timeline (in advance mode) I selected all the finger pose property (shift-clicked) removed all the keyframes for the fingers and used the Delete Selected keys. With the properties still selected, I went to the Edit->Figure->Zero Animation->Selected items. All the fingers went straight. I re-exported to Cinema-4D and even so the fingers are no longer animated, the default pose is back like it should be.
I ran into some DAZ-3D forums on the function “Bake to Transforms” which sounded like my possible solution. The animation is using properties such as “Fist”, “Grasp”, “Index Finger..”, etc.
Will “Bake to Transforms” convert these poses to joint rotations?
If so, will it do it for each keyframe?
I see it has an option for “Propagation” which seems it should be set to “none” since I know the joints that need to be “baked”.
I see it has an option for “Node” that seem I should use “Selected”. I don’t see how in DAZ-3D in the parameter tab how to multi-select parameters. Will it take multi-selection from the timeline?
I saw a posting where someone stated if you don’t select the translation check-boxes (X,Y,Z), it won’t bake the animation. Is this true?
Any input would be appreciated.
Bruce
Comments
You need to select the node with the controllers if you are not alowing it to propagate.