Hey everyone, it’s my first time here and I have some questions about baking transforms when rigging.
I am using Blender to rig and animate a character which I will export as a COLLADA file for loading into my game engine. Currently Blender’s COLLADA exporter does not support IK constraints or other features, just basic joint transformations. So while I have a nice animation of the IK joint moving in Blender, it doesn’t export properly. Somehow I need to bake the constraint into the transformation for each joint.
One solution that I came across was selecting the bones and using the Bake Action command (with Frame Step = 1, Only Selected checked, Clear Constraints checked, and Pose selected). But this isn’t really what I want since this bakes the joints for EVERY frame, which is just too much data.
What I really want is a way to bake the joint transforms at every important frame. If the IK animation is at frames 0, 24, and 56, then I would like to bake the transforms at those frames and export just those keyframes in the COLLADA file. It would make sense to perform this operation right as I export for COLLADA.
Is there a plugin or script that anyone has come across that achieves this. Is there an alternative solution I have not considered? Should I try to write a script for this?