Hi guys. I have organized some animation work I’m doing for a game into a master rig file which is referenced in to each animation file. I am at the point where I normally write a little script to bake the animations to the bind skeleton and delete the rest of the rig. I am now realizing this does not seem possible inside the referenced file because I cant delete or unparent anything. I was wondering if anyone has a tip for dealing with this kind of thing, or if I need to try something else. Thanks.
it is possible to import the referenced rig into the scene, bake the animation and export, although depending on what you want etc you could also export the animation curves instead and import and connect them to an empty bind.
There are many ways to achieve the same(ish) result, all depending on what you want out of it.
ya, I ended up just exporting .anim files into a non referenced scene and cleaning it up and exporting from there. It was a sort of smallish amount of work but I will want to automate it better in the future.
Why not just use FBX? Fbx has a BakeComplexAnimations flag and if you pass in a skeleton that’s bound and driven by a rig there’s no need to bake the data out, fbx does it all for you and it works on referenced files.