You can convert an active
rigid body’s dynamic animation to keys, a process known as baking
the simulation. This is useful if you want to adjust an active rigid
body’s motion at certain frames by altering keyed values.
To convert an active rigid body’s dynamic
animation to keys
- Create the rigid body’s dynamic animation.
- Select the active rigid bodies for which
you want to bake the simulation. If a rigid body is a hierarchy
of objects made into a single rigid body, select the parent transform
node of the hierarchy.
- Select
Edit > Keys > Bake Simulation to display
the options window.
- If
you are baking rigid bodies that exist in a hierarchy, turn on the Below setting
for Hierarchy. If the rigid bodies
are not in a hierarchy, turn on Selected.
- For the Channels setting, turn
on From Channel Box.
This creates keys only
for the attributes you select in the Channel Box.
You’ll select the attributes in a subsequent step.
- For Time Range,
turn on one of the following:
- Time Slider to
convert the entire frame range.
- Start/End to
specify a Start Time and End Time.
- For the Sample By option,
enter the frame increment by which you want to create keys.
For example, if you leave
it set to the default setting of 1, a key is created at every frame.
- Turn
on Disable Implicit Control.
- Select the Translate and Rotate attributes
in the Channel Box.
This selects the Translate and Rotate attributes
of all selected rigid bodies.
- Click Bake.
Maya creates the keys.
TipUse the
Graph
Editor to simplify the animation curves created when
you bake the simulation. See the
Animation guide
for details. Simplifying the curves reduces the number of keys,
which eases your ability to edit the animation. If you simplify
the curve too much, you might alter the motion of the rigid body.
If you bake the simulation
for a rigid body, you no longer need the object’s rigid body node.
You can remove such nodes to speed scene processing.