![]() Note we placed a marker at the head and then had to snap the Biped Head back to where it was after changing the neck count, since the head moves when the bone count changes □ Run it and the FBX skeleton gets replaced with a matching Biped, that we then edited in FIGURE mode to add prop, twist bones and adjust neck count. Open the free script CharacterGenerator_FbxToBiped.ms from your Character Generator download zip file that will convert the skeleton to a Biped. FBX and then import into #3dsmax Align the FBX skeleton to your own custom skeletonĪt this point we don’t care if they are a one to one match because we can adjust the Biped structure/bone count after it is created, we just need the major joints to align and the fingers!! Part 3: ![]() Then mirror the FBX skeleton joints so you don’t do twice the work, and be sure to replace the _L for _R.Įxport the FBX skeleton back out to. (this puts the rotation into the joint orient) We aligned position and used IK to rotate the joints so they stayed clean, then froze transformations to clear the skeleton of rotation values. We did this in Maya since that was where our source skeleton came from. Next import the Character Generator FBX skeleton you downloaded and align it to your custom skeleton. ![]() CharacterGenerator_FbxToBiped Download Autodesk Character Generator download settings to get the Maxscript Part 2
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