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Bake Pose

A Bake Pose is an animation sequence where the skeleton is posed at frame 0. This pose can be applied when generating LODs using a LOD Recipe to pose the mesh during processing. After processing, the mesh resets to its reference pose.

Bake Pose can also be combined with the Bone Reducer, either by selecting bones to remove manually or by using using the reduction targets to automatically reduce bones. When bones are removed, the LOD remains in the Bake Pose because the part of the LOD with removed bones remains in the bake pose and fixed relative to the parent bone, since it is no longer affected by the removed bones.

This approach could be useful in scenarios such as removing all hand bones so the hand stays closed, or freezing a character in a seated pose for a motorcycle game where most bones are unnecessary for LODs.

INFO

Bake Pose is only supported for Reduction and Remeshing pipelines.

Guidelines for Setting Up LOD Recipes

If you plan to use a Bake Pose in your LOD Recipe, keep the following in mind:

  • Include only skeletal meshes that share the same skeleton.
  • If your meshes use different skeletons, create a separate LOD Recipe for each skeleton.

WARNING

Skeleton mismatch validation error

By default, building a LOD Recipe triggers a validation error if the Bone Options skeleton does not match all skeletal meshes. You can bypass this by setting Simplygon.LODRecipe.SkeletalMismatchIsError to false, but note that the Bake Pose will not apply to mismatching meshes. These meshes will be listed as warnings in the log

Bone Options

Enabling Bake Pose in your LOD is done from Miscellaneous Settings → Bone Options.

Figure 1: Bone Options section where Bake Pose settings are configured.
Figure 1: Bone Options section where Bake Pose settings are configured.