Baking (OUTDATED)
(ONLY FOR 1.5.1 AND BELOW)
Last updated
(ONLY FOR 1.5.1 AND BELOW)
Last updated
The final step to making a great preset is making a baked version of it. You may be asking yourself, "What the actual hell is a baked rig?" and let me tell you this, its not a pie of any sort.
Well, to put it simply, a baked rig is a version of the rig which has had all of its features "baked", which basically means set in stone. Almost all modifiers are removed in favor of performance, usability, and cleanliness.
"How much performance does it add to the rig?" Well, if your preset isn't very complicated probably not much, however if suddenly you're working with 4-5 rigs and they're all baked, you'll be extremely happy to not have your computer on fire. With a scene set to a max fps of 144
my unbaked preset runs at around 60fps, however, running the same rig but baked runs it at 144+, I'm sure max would be even higher without a limit.
"Oh wow, that's a really big jump, how do I make one myself?" That's what I'll be teaching you today in this tutorial, this is a more complicated process so make sure you read carefully and if you make a mistake, undo it, go back, and re-read the guide.
For this tutorial I'll be using an unbaked version of my rig which I'll bake and bring you guys along.
Step 1: First, select one of the arms and go to the modifiers tab.
Step 2: You'll want to go through and apply and delete certain modifiers, follow the expandable below for this step.
Step 3: Next you will want to clean up the blender file, you can do this by deleting ALL unneeded meshes from the scene.
Step 4: Next we will want to bake the eye material as re-loading that may cause intense lag.
Go to the Shading Tab
and click the eyes
Open the Render Properties
tab on the right of your screen.
Add an image texture node, click new, and name it whatever you want.
Make sure the image node is selected and then click Bake
.
You should now have a baked image texture, if each eye is slightly different you may need to bake it, then copy the settings of one eye over to the other, and then re-bake it to a new image file.
Make sure you save the image somewhere, if you don't it will be lost.
To save the image press N (By Default)
in the shader editor, go to Node
and click Save
.
Afterwards you may delete my eyenode and other nodes, and use the image with a principled BSDF setup.
Congrats, you have now created a baked rig! I recommend saving this as a separate file and not overwriting your original rig just in case, if you would like to add this to an asset pack follow this guide.
Open the Bake
tab farther down the menu.
Configure the baked settings to look like this.