This is a little program I scripted. It saves the joints animation values to a file, that can later be mapped to another joint or back to the same skeleton. It was a while ago I did write this script and to be honest I think it could be done muuuuuch better. Like saving out the transform or the whole skeleton or save down the values with the API which is a bit faster.
But anyway this is what I will use for now. I’ll save all the data from my animation rig which I can then later use to animate my highress bound. The blendshaped face will be cached out and wraped togheter with the skin parts.
Okey the old skeleton bake didn’t work like I wanted and was toooo slow. So I scripted a new animation bake, which bakes a skeleton and then constraints it to animate another skeleton. works great.