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First, select the object or character in the scene to be baked, edit-->keys--> click Bake simulation (click the entry to modify each property) to bake the animation, and each frame on the timeline is displayed with red keyframes, indicating that the baking is successful.
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Baking is a UV map based on the model and UVs.
The process of turning some information in the scene, such as coloring information, model information, animation information, physical solution calculation information, etc., into textures or keyframes. It can be exported for use in other software projects, or to reduce the amount of computation in the final rendering, and increase the computation speed of the final rendering.
Preparation before Maya bakes:
1. Check whether the UV is reasonable;
2. Move the overlapping part of the UV to the outside of the UV wireframe;
3. Use soften edge for the normal of the face;
4. Set the soft and hard edges according to the cutting of the UV;
5. All models have shaders set to lambert 1.
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If you're having trouble baking your normal map in Maya, there are a few possible reasons:
1.The model does not have the correct UV coordinates: Baking the normal map requires the local dust to use the model's UV coordinate information to calculate the normal direction, if the model's UV coordinates are incorrect or missing, the normal map cannot be baked correctly.
Make sure your model has the correct UV coordinates and that there are no overlapping or misaligned UV points.
2.Incorrect Baking Settings: In Maya, you need to set the bake options correctly, including the bake type, output path, file format, etc.
If your baking settings are incorrect, you may not be able to bake the normal map correctly. Please double-check your Kirunzen's baking settings and modify them as needed.
3.The renderer does not support normal baking: If you are using a renderer that does not support normal baking, you will not be able to bake the normal map correctly. Make sure that you are using a renderer that supports normal baking and that it is configured correctly.
4.The model is not completely closed: when calculating the normal map, you need to use the surface information of the model to calculate the normal direction.
If your model is not fully enclosed, you may not be able to calculate the normal map correctly. Make sure your model is completely enclosed and free of any cracks or cavities.
If you still can't bake the correct normal map, try checking the above and make changes and adjustments as needed. If the problem persists, try baking with a different baking tool or renderer.
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