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For example, if a model's hair is jiggle boned, baking those bones will instead make SFM calculate how those bones should jiggle based on how the model is currently moving in scene, and then just use that pre-calculated version, rather than re-calculating it every time.
(Or it should, anyway. But SFM's procedural bone baking is temperamental, and it often produces blank animation data).
SFM's baking options are thin, but other programs will allow things like lighting, textures, ambient occlusion, etc to be baked.
Uhhh ok....so how do I do it?
This can cause problems with some models though, as it bakes *all* procedural bones, including any pose assist "helper" bones the model may have.
I did it but it didnt do what I needed it to do
It's confusing yes but I guess that's some way to make a normal sized human model into a figurine and attach it with cosmetics the same size as it is.
I mean, I have been doing figurine sized posters and I can relate to the problem though the technical things isn't. I know you need to bake procedural bone for any items with jiggle bone then apply scale control.