View Full Version : 3DS Max Character Skinned to helpers and bones driven by Biped
chewbacca007 06-30-2010, 01:14 PM New to MotionBuilder. I have a character skinned to a Biped in 3ds Max. It's actually skinned to all the helpers and stretchy bones that are driven by the Biped. There are also SkinMorphs. FBX export didn’t like most of it and the skinning didn’t work correctly in MotionBuilder. Do I need to create a separate character skinned to just the Biped (None of the helpers,etc.) to use in MotionBuilder?
Thanks,
-=Chris
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bclark
07-01-2010, 03:53 AM
I would copy the skin weights over to the biped and remove the helper layer just for export to MOBU>
because the animation data will be coming back in to MAX via FBX on to the Biped skeleton...not the helpers.
Now your going to find lots of old and outdated workflows floting around for working with Mobu and Max and bvh and all that, ignore it.
latest fbx plugin- export to Mobu- raise up the arms to a T stance not arms down like biped default and characterize it.
Test it, put some basic movements on the control set and export that animation back , import in to max as update scene elements only (no add and update) and make sure the data is getting back to biped as you expect. FBX should load on to Biped directly (no more bvh import) What might happen is that the biped freaks out with the helpers attached and if this is the case, then you will load the data on to a clean biped file, export a bip and import through biped the bip motion file... I had to do this in the past but it might be fixed now I have not tested it.
chewbacca007
07-02-2010, 03:11 PM
Brad,
Thanks. That worked out great! I forgot all about the SkinUtilites.
From what I read in the help files if I want to load the motion on the my original character (a Biped with a different naming convention) I need to modify the 3ds Max Biped Template.py to match?
I used the standard naming on my first test.
Thanks,
-=Chris
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