Permission is hereby granted, free of charge, to any person obtaining a copy of this software and associated documentation files (the "Software"), to deal in the Software without restriction, including without limitation the rights to use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions:
The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software.
THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
Here is a little script to bake the solver out of your maya cloth simulations. Primarily this script was written for maya cloth animations, after a really good cloth solve has been achieved, you can use this script to bake the cache file directly into your maya scene file. The script works by taking a copy of the vertex location at every frame, and then doing an in-between blendshape and keyframing it based on the maximum and minimum in your time-line. Theoretically this script could be used to bake deformations into any object that has vertex transformations across time... if this is useful to you :)
The script will hide your original cloth object, and rename it as "original", as well as creating a new, visible object, that is "baked". You can export the baked object into a new file, or delete the "original" if you want to be completely rid of the maya cloth sover/cache file... this way you can transport cloth animations onto maya complete, without any hassle.
Now works properly with negative frames, and with cloth constraints that are children of the geometry. Fixed "ungroup" (Can't ungroup leaf-level transforms)bug. Thanks to Carl Edwards for letting me know i had an old version uploaded to hihgend... :-)
Please use the Bug System to report any bugs.
Please use the Feature Requests to give me ideas.
Please use the Support Forum if you have any questions or problems.
Please rate and review in the Review section.