In the world of game development, character rigs are used to create character animation. This is the default solution for humanoid type characters. The character that I want to use (in mobile game development) has odd proportions and using a character rig didn’t seem to be the right.
So I wanted to achieve the following:
- bake (track frame by frame) vertex or point level animation
- export to OBJ sequence and use the sequence in Unity game engine
Baking Point Level Animation (PLA)
The animation needed to become a “vertex animation” also referred to as “Point Level Animation”, a 3D sequence animated on the vertex or point level.
Baking (tracking) the animation frame by frame is a pretty straight forward action if you are using a polygonal object. I’m using Cinema4D and in Cinema4D it is not possible to bake deformers like Sub Division (C4D R18 also supports OpenSubDiv, Pixar has a lot of in-depth info on OpenSubDiv).