ok, this is really simple I would think.... (famous last words)
how do you bake a mesh's deformations - skinning, blendshapes, the whole works?
Is it possible? I would think it's basic and I could swear I've read about it over & over, but I've spent a good hour in the docs and in highend's downlaod section typing things like "bake" "vertices" etc, and I can't find a thing...
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the idea is to output a character's animation into a "cached" sort of geometry, that I can import into a separate file to do other type of work (namely some cloth sim, that I don't want to mix with my rig)