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Hi! I’m trying to animate Michael 3 DAZ model using CAT, as their new policy allows now to use it inside games.
I exported it using FBX eported, imported into MAX, fully rigged. Now, I’ve created CAT’s defaul GameCharacter. Add collarbones to the legs (lBurrock, rButtock in the Poser), reduced spine to 1 bone (we have only adobmen in Poser).
Now, bones structure matched. I added simple walk motion layer, saves animation as xml (as was per CAT tutorial). Then, I selected all imported bones for fbx model. Loaded animation, did exact mapping.
Result - original model messed up like in time vortex.
Is it CAT’s bug, or I’m theoretically doing something wrong?
I though, that if I have imported model, with all weights already pre-calculated, then all I need to animate it - it is just to match bone structure. Am I wrong?
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