I'm currently writing a C++ exporter for maya geometry and animation. Normal geometry and node animation is working at the moment, but I have a problem when artists use IK handles to animate a joint/bone skeleton.
The problem is that the joints do not have any keyframes on them to export because only the IK handles have translation keys. Its for real time playback in a 3D engine, so IK is not something supported.
I have a couple of ideas for work arounds, but ideally I would like a direct solution to getting keyframes off the joints. The work arounds involve getting the keyframes from the IK handles then going through which joints are affected by the relevant IK handle and exporting the rotations/scale of the joints at the specific times.
Does anyone have any ideas for different solutions or at least have the same problem as me?
Ben Lee
Semiotic Studios