Hello!
Does anyone have any idea how to transfer an animation that has already been exported back to the controllers? I have been pondering this for several days and want to share my process. Perhaps someone will have a better solution to the problem I am facing. Here is what I have been doing:
- Creating a rig, animating, and exporting animation as FBX.
- Returning to the default pose.
- Unlocking and making keyable deformation joints.
- Separating rig, model, and joints with mGear game tools using Disconnect and Export.
- Referencing and connecting both in a new assembly scene using Reference and Connect.
- Importing joints with animation.
- Positioning animated joints in the default pose.
- Disconnecting joints with game tools.
- Constraining deformation joints to animation joints, then baking.
- Deleting animated joints.
- Parent constraining controllers to corresponding joints. (!)
- Baking controllers and deleting keys on joints.
- Connecting joints with game tools.
During my research, I noticed that connecting and disconnecting uses a .jmm file where information related to controllers and joints is stored. I am wondering if it would be possible to use ‘matrixConstraint’ to precisely locate the appropriate position for a controller? Could the functionality be reversed to let a joint drive the position of a controller?
Also, What would be the quickest way to find out which controller should be constraint to which joint? Number 11 is kinda hard and I would like to hear your opinion about this bullet point.
Can provide files if anyone need to take a look at it.