Is there a way to bake deformer graph animations in level sequencer into an animation sequence

Hey @EXPEL03 I think trying what @Jack.Cai mentioned is the best way to go. I just wanted to chime in and let you know how I weighted my bones. Just incase it helps.

so I flood filled the entire mesh with the body bone selected and clicked replace with it set to 1 so my body bone is fully weighted to the mesh and all other bones are not. (Root 0, Body 1)


after copying the DG_Function_SquashStretch, previewing my mesh in it and then creating a float variable (StretchFactor) and connecting it to the stretch factor constant. I am able to see deformations on my mesh when I change the variable and hit compile.

I hope this is helpful.