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Generate Character Studio Rig from existing Bone Structure

3 REPLIES 3
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Message 1 of 4
malte7D8L4
193 Views, 3 Replies

Generate Character Studio Rig from existing Bone Structure

Hello,

 

i have a human figure mesh, already set up with bones and weights.

(it came imported as fbx)

 

is there a way to make a character studio rig out of this ?

 

(replacing the bones with character studio elements and keeping the weights)

 

thankyou and greetings!

 

 

3 REPLIES 3
Message 2 of 4
domo.spaji
in reply to: malte7D8L4

Align and link bone to Cat bone and animate Cat rig.

Message 3 of 4
malte7D8L4
in reply to: malte7D8L4

for technical reasons it needs to be CS.

 

i just had the idea to make a bvh from my skeleton and import that to CS as animation.

i believe that will change my CS rig to match my skeleton in its size and proportions.

 

but, if that works,  is there a way to transfer the weights ?  (that skin modifier)

 

Message 4 of 4
osukas
in reply to: malte7D8L4

I do animation in max to be used in UNREAL models

I import the FBX in max, i make a BIPED or CAT rig with the same body proportions as the imported model, then I select the model bone and do a POSITION and ORIENTATION CONSTRAINT, and activate "keep initial offset"

this way the New bone system will move the character, and the original bones will preserve the original orientation, you select those bones and export.

-------------------------------------------

But if you need to 100% use the biped, what you can do is save the skin as a .env file (is in advanced parameters in the skin modifier)

then proceed to rename all the bones of the biped to the same names as the imported fbx. When all your bones are renamed, add skin modifier attach to the new bones, and load the .env file

I did this long time ago, you can do small test with just an arm to see if the .env loading is working

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