here's the
play-by-play, doublechecked by Joe - thank you! :
*note: do the caching BEFORE
you move the matchmove geometry in world space
-select the mesh
-isolate selected
-select all polys in the UI
-got to Polygons tab menu
-> Mesh
->combine
- select the
combhined polys mesh and call it, for example,
<MH>_combine (for Mad Hatter, or abbrev for
whichever character we're caching)
- Duplicate
the combined Poly mesh we've created
- call
the duplicated mesh <MH>_cached
- shift
select the combined mesh and the duplicated mesh
- go to the
Animation tab menu
->
Create Deformers
-> Blend Shape
- use World
default
- turn the
blendshape up to 1
- select the
<MH>_cached
- go to Animation tab menu
-> Geometry Cache
-> create New Cache
-> hit Apply
- after it
cycles through the frame range to create the cache,
delete the Blend Shape
* it's
recommended to export out the newly created cache
and bring it back in.
* If you
intend to keep working in the current scene you can just
delete any remnants of the character besides the <MH>_cached
* you
can also separate out elements in the newly created
cache.
--end