The ability to ‘bake’ game engine physics into IPO curves is fantastic -
Is there a similar way of converting the mesh changes from a soft-body animation into Relative Vertex Keys so you can actualy get at the vertex coordinates and use them as parents for other objects for example.
I know the soft body BAKE facility writes the mesh coordinates for each sampled frame somewhere, and the vertex count doesnt change during a soft body animation, so it should be possible to do this.
Any ideas ?? Have I missed something everyone else knows about ?.