[solved]baking rotation/location/scale from control rig to deform rig with spline ik

colleagues:

I’ve tried “bake action” with several different scenarios picked out and the create deform armature from rig addon, without success.

I have a control rig (“control_armature”) that controls the control vertices on a spline. The spline in turn controls a tentacle on the rig (“octo_deform_armature”) that will deform the mesh in the game engine i am primarily working with (ogre3d).

What I am trying to do is get the transforms in the bones from the control_armature to bake into the transforms (rotation, location, and scale) of the octo_deform_armature, so that the bones’ scales, rotations, and locations in octo_deform_armature change over time. Right now, all the values in the deform bones remain the same even though the bones’ rotations, scales, and locations are changing in the viewport.

thanks for your help!
the blend is attached below.

Attachments

octodriversarmatureonly33.blend (148 KB)



Here is an updated blend, I changed the keyframes on the control rig to make the scale changes on the deform rig more visible.

Attachments

octodriversarmatureonly35.blend (148 KB)

ok, i figured it out. set locrotscale keyframes in control rig, record controlrig keyframes to action. then space> bake action with visual keying checked with all bones selected on pose mode in deform rig. turn off spline ik on deform rig, and the bones rotate/translate/scale as intended.