From the course: Advanced 3ds Max and Maya Integration

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Saving a geometry cache

Saving a geometry cache

- For simple character rigs that only invole forward kinematics and bones, then you can actually export that animation complete with skinning to through FBX, but if you have a complex character rig, like these, it's unrealistic to expect that all of those controls will be translated over properly. I've got these two characters and their faces are driven by some fairly sophisticated rigging systems. I can't really expect that I will be able to bring that over into 3dsMax, so I need to create a geometry cache for the two characters. That's simply recording the vertex positions on every frame and discarding the rigs entirely. Before we begin, we should save to a new scene file because we're going to do some very destructive acts. We don't want to mess up what we have. Rewinding back to frame one, chose File, Save Scene As, 04_03_geometry_cache_baked.ma. Click Save As. Select all of the meshes on the characters. That's easily done from the Outliner. Window, Outliner, open up…

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