What I'm trying to do is auto-generate a cs biped skeleton using data from say Maya.
The skeleton data that I can start with can either be the world transform matrix values of each joint, or maybe an fbx file.
I already have developed tools to transfer animation between both s/ws, and also to transfer the rig info from max to maya. But coming from Maya to max with the skeleton info is a pain, since you cannot use .transform for some of the biped joints in figure mode.
The import fbx route also doesnt work well if you need to build a biped from scratch.
One possibility, I think, is to use distance between joints information from Maya to relatively scale a corresponding biped part, and the other possibility is to edit a .fig file, which happens to be an ASCII. I did try to make sense of the contents of a .fig file,
A fig file has integer values like 10,11,12,13, and so on, which I presume are some kind of IDs corresponding to various Biped parts.
for eg, I guess
11 : Spine
12 : Head
13 : Neck
101 : COM
These IDs are not the same as the ones we commonly use to access biped nodes through maxscript.
Distance between joints is stored in the fig file, which matches if I do a distance check in Max. But there's too much of data stored in the file which makes it very difficult to figure out what is what !
If anyone has gone through a similar route before and have any hints, very appreciated.