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Baking Inverse Kinematics
Hello,
Sometimes it is nice to be able to use IK constraints in the Spine editor to position other bones during an animation, but I would rather bake the position/rotation that the IK produces rather than have the IK included as part of the skeleton. Is there a nice way to achieve this? i.e. 'bake' the IK constraints into an animation without including the actual IK bones into the skeleton that is used during runtime.
I believe you could setup the IK constraints, animate, then go through and key the rotations for the IK bones, then remove the IK constraints. This is of course a pain if you need to modify the animations later.
Otherwise there is no way to automatically bake the IK constraints. Is there a reason you are trying to avoid IK to runtime? I very much doubt if the IK computations are a bottleneck. The IK constraint code may be long but the most common code paths taken are short.