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    <title>topic Re: Saving a posed (or any deformed) mesh object as separate mesh object in 3ds Max Animation and Rigging Forum</title>
    <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/saving-a-posed-or-any-deformed-mesh-object-as-separate-mesh/m-p/10124626#M2304</link>
    <description>&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Ahh, Snapshot.&amp;nbsp; Got it.&amp;nbsp; Thanks so much!&lt;/P&gt;</description>
    <pubDate>Tue, 02 Mar 2021 19:31:49 GMT</pubDate>
    <dc:creator>heynewt</dc:creator>
    <dc:date>2021-03-02T19:31:49Z</dc:date>
    <item>
      <title>Saving a posed (or any deformed) mesh object as separate mesh object</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/saving-a-posed-or-any-deformed-mesh-object-as-separate-mesh/m-p/10124173#M2302</link>
      <description>&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I'm transitioning to 3Ds Max from Modo.&amp;nbsp; Commonly I pose characters and then "freeze" the mesh and export that posed (deformed) mesh as a separate object so I can populate arch viz scenes with static people without having dozens of rigged characters.&amp;nbsp;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I'm NOT talking about "freezing" transformations in a rig or anything like that.&amp;nbsp; I'm talking about taking a rigged character in Max, setting a pose and then exporting that character posed in that frozen moment as a separate mesh object without the rigging.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;I mean, I can do it by exporting it as an FBX file back to Modo and freezing it there, but that's a pain.&amp;nbsp; I feel like there's a way to do this in MAX.&amp;nbsp; I'm just not seeing it.&lt;/P&gt;&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Thanks!&lt;/P&gt;</description>
      <pubDate>Tue, 02 Mar 2021 16:35:59 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/saving-a-posed-or-any-deformed-mesh-object-as-separate-mesh/m-p/10124173#M2302</guid>
      <dc:creator>heynewt</dc:creator>
      <dc:date>2021-03-02T16:35:59Z</dc:date>
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    <item>
      <title>Re: Saving a posed (or any deformed) mesh object as separate mesh object</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/saving-a-posed-or-any-deformed-mesh-object-as-separate-mesh/m-p/10124587#M2303</link>
      <description>&lt;P&gt;Snapshot.&amp;nbsp; Under the Tools menu at the top of the screen, find Snapshot about halfway down.&amp;nbsp; You might also find it on the toolbar if you enable the Extras toolbar.&amp;nbsp; It will create a mesh, or a series of meshes, based on an animated object.&amp;nbsp; I've used it to do exactly what you're talking about,&lt;/P&gt;</description>
      <pubDate>Tue, 02 Mar 2021 19:17:45 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/saving-a-posed-or-any-deformed-mesh-object-as-separate-mesh/m-p/10124587#M2303</guid>
      <dc:creator>CAMedeck</dc:creator>
      <dc:date>2021-03-02T19:17:45Z</dc:date>
    </item>
    <item>
      <title>Re: Saving a posed (or any deformed) mesh object as separate mesh object</title>
      <link>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/saving-a-posed-or-any-deformed-mesh-object-as-separate-mesh/m-p/10124626#M2304</link>
      <description>&lt;P&gt;&amp;nbsp;&lt;/P&gt;&lt;P&gt;Ahh, Snapshot.&amp;nbsp; Got it.&amp;nbsp; Thanks so much!&lt;/P&gt;</description>
      <pubDate>Tue, 02 Mar 2021 19:31:49 GMT</pubDate>
      <guid>https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/saving-a-posed-or-any-deformed-mesh-object-as-separate-mesh/m-p/10124626#M2304</guid>
      <dc:creator>heynewt</dc:creator>
      <dc:date>2021-03-02T19:31:49Z</dc:date>
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