Hi
I have modelled a Plane with animated Flaps and mirrored those animated Flaps to the other side, when i open the model in my Viewer, the mirrored Flaps have now wrong position/rotation..., understandable...
now how can i bake those position, rotation, scaling nodes?
its a simple keyframe animation around an pivot...
- i`ve tried "motion/trajectories" and collapsed the transforms... but no success
- the bake tool from john burret doesn`t exist...?
- i used the script "meshbacker.ms" - doesn`t work too
what can i do to remove those nodes, so that my animation works correctly
i heard, in maya it would be easier to bake those nodes - is this correct?
what file format between max and maya would be compatible then?:
to import my max modell in maya, bake it there and export it back to max because finally i need a correct animated, baked ".3ds" file for my viewer
i have tried .obj - but i`ve got no animation
when i load .fbx in maya, the scene is empty...
does anyone has a solution for this problem?
thanks!
greets woodrocker