I mean a to convert all transformations and deformers , stretched curves , arrays and evrything to just a mesh for certain frame? like shapshot in 3d max?
If understand your question correctly, this simple Geometry Nodes setup might help:
- Add any object > add Geometry Node Modifier > swap its default input with Object Info Node > select the source object. Output Geometry.
- Apply the modifier at that certain frame.
After Appying the Modifier it will add the proper Materials automatically, but you can do it manually before that.
Thanks for the great idea. It didn’t work right away if it’s a bunch of instances, complex rig and a mix of curves hooked to meshes but after I put realize instances before output it does do it.
Ah yes, there’s that.
It also works with Collections (Collection Info node), but Realize Instances is always required with collections.
Also, note that Realize Instances seemingly loses UV map after Applying. In that case, the map can be found in Attributes (in Object Data properties) and needs to be converted back to UV map.
Could you show the setup please. I can’t figure it out.
Oh. you mean using attribute input node in shader nodes. It works but my purpose is to export to a game engine. How could I turn this attribute into normal UVs?
No, it’s actually in Object Data Properties > Attributes. Two or three tabs below UV maps.
There will be an attribute called UV map (or whatever your map was called, I suppose). Select it, press a little arrow on the right, convert to > UV map.
… I don’t know if it works with multiple or differently named UV maps though, sorry.
Thanks again [StrayBillie] BTw how can we turn this atribute to real UV map for export?
Click on the down arrow, click on “Convert Attribute”
Select Mode “UV Map” and click OK.
Good luck.
Thank you very much zeroskilz
I have just noticed that this Collection info >> realize instances solution doesn’t respect vertex normals making it basically unusable unfortunately. Normal maps no more matching etc.
I need it actually to re-bake many objects with their own normal maps into a joined object with one shared to everything one on another UVset with differently rotated UV islands . So keeping vertex normals is critical.
Any known workaround? Perhaps using attribute transfer to borrow normals back but I am not sure it works with collections