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View Full Version : clavicle issues fbx retarget to 3dsMax skeleton


jiadams76
04-21-2010, 04:51 PM
I have a 3dsMax Bip Rig. Which has been characterized. When I apply the motion from an fbx skeleton(also characterized), the clavicles collapse into the neck. How do I keep this from happening? All motion plots good except for arms. I have also applied characterized Max Bip Rig to actor drivin c3d and I get good clavicles but the arms are not 1 to 1. Please help!!

DruG
04-22-2010, 10:50 AM
Hmmm... did you try to play with Character parameters? Like offset, reach, etc?

If I`m not wrong Bip has clavicles parented to the neck (I can`t check it now so I`m sorry if I`m wrong, but I remember there was an issue with something like this), and Mobu rig to the spine. Maybe there`s a problem somewhere.

jiadams76
04-22-2010, 06:48 PM
Thanks for the words Drug. I did try the Parameters and nothing seems to work...Curses! This is the first time I've been in a Max Pipeline so I can't tell if it's Mobu or something from Max. I am assuming it's a Max thing. I've tried retargets, Parents and Plots,etc...Maybe I can convince the studio to switch to Maya:) All of my Maya rigs seem to have no problems:(

DruG
04-23-2010, 10:36 AM
Yeah, so I`m guessin it`s the Bip thing.

BTW, do you use 3ds Max Biped Template when you characterize?

BTW2: try to reparent clavicles to the spine and then try again.

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04-23-2010, 10:36 AM
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