BitCake Exporter is a tool designed to improve the life of your Maya Animator.
It does that by automating a lot of tedious small tasks that eat up a lot of time that could’ve been better spent elsewhere.
Yeah, that’s right, we take care of the boring stuff so you can keep animating!
This is a generic Maya tool that works with any engine that supports .fbx files. (Don’t try to use it on RPG Maker)
BitCake Exporter will
Import all your references
Clear all the namespaces
Bake all Joints AND Mesh animations (visibility animation only for meshes)
Delete all control curves
Save the cleaned file with a _baked suffix
Save both the File Name and Export Directory for the resulting .fbx in the animation’s .ma (This right here is worth the price alone if I may say!)
Serve you some coffee and do foot massages (still in development)
You can also…
Choose to either bake the entire selected timeline or just a section (start and end frames)
You can Ignore baking animation on joints with a certain Tag
You can Delete entire joint chains with a certain Tag
You can choose to export All Meshes, No Meshes (animation data on joints only), Just Skinned Meshes, Everything Except Skinned Meshes.
BitCake Exporter is the tool you never knew you wanted!
Because we love you all so much and we hate when things do not get explained, we’ve made some tutorial videos on how to use this tool! Oh and btw, this video was made using real-world assets of our next game: DeMagnete! Se we’ll trust you don’t go around leaking it to Kotaku! ;)
Videos
How to Install:
How to use the basic functions of the plugin:
Using the Timeline Options and the Ignore Bake on Joints feature: