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Bug, or I am wrong somewhere?
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  • RyuMaster
  • Posted: 16 February 2011 07:25 AM
  • Total Posts: 7
  • Joined: 14 September 2009 07:56 PM

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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  • tyree
  • Posted: 16 February 2011 08:57 AM

sounds like this is your first time rigging a model. just skin it with your catrig. and animate it. you might want to lower the resolution of that daz model



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  • RyuMaster
  • Posted: 16 February 2011 07:21 PM

Well, yes, I did not do rigging before, usually I had to deal with prerigged models or static/morph object animation in max.

So you say I have to do the rig from scratch? Those vertex weights already imported with fbx, can not be used at all? Because they are 100 accurate. I even can export them to file. Still… Hmm.



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  • RyuMaster
  • Posted: 16 February 2011 08:33 PM

Ah, actually I get it now.. I can do what I want. Just need to make matching CAT rig. Add it as bones. Import already saved vertices.



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