I was just imagining this as an “as simple as possible” solution for animation when I first suggested this.
No technique is applausible for all situations.
But if you just want a simple animation to play on demand, theres no easier way of handling it than having the animation be a texture, since people already baking textures with Bake Wrangler would likely already have some kind of master material setup in there game engine to handle there “regular” textures it would be easy for those to extend on that master material rather than setup a separate import process for animations.
So if you setup a Py script that imports the textures created by bake wrangler into your game engine/targeting renderer it would be convenient if you had your animations there as well.
With all that in mind, I don’t think the simple exporter I talked about earlier is particularly challenging to create and it certainly has uses. I’m unsure that anyone WOULD use it…
I would use it Provide a simple example on Gumroad/Blender market of how it could be used along with a game engine/renderer and Im sure people who does a lot of animation would see its value.
Looks like it also affects nurbs and text as well. Metaballs don’t support modifiers in the first place. Here’s a test file: bake_test.blend (128.0 KB)
Text renders correctly, but the other objects don’t even when converted to mesh which makes no sense… Even running a re-mesh over it has the same result…
BW is really nice now. This bake would probably have taken me a whole day faffing about with a hundred images in Photoshop if I were to do it in vanilla Blender.
Now imagine I had to do a correction because I’ve forgotten the light switch, lol.
You’re welcome! And thanks, I really don’t know how anyone can bake stuff in blender without this add-on and keep their sanity
I feel like it has really come a long way… Baking in blender used to be such a pain and take hours with all the selecting objects, making sure the output image is set and all the properties are correct. Then you had some objects that needed a different ray distance and or a cage set. Such a waste of time! And then heaven forbid you needed to re-bake something…
I think the add-on is pretty close to ‘finished’ at this point. It does more than I ever needed it to. I’m sure there are some use cases that still aren’t well supported, but unless people can tell me about them there isn’t much I can do!
I’m considering changing the High to Low node… I find it ugly…
Instead I’m thinking it just slots between Input Mesh and Pass nodes. If the Input Mesh node only has ‘Target’ input then it will assume the objects are mixed together. If there are both ‘Target’ and ‘Source’ then it will only look for the high poly in the source list…