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You are here: Homepage /  Tutorials & Tips /  Louis Marcoux Tutorials / CAT Overview - Part 3 : Working with CAT data and Crowds
CAT Overview - Part 3 : Working with CAT data and Crowds
 
 
Posted: May 11, 2009
Published by: Louis Marcoux
Homepage: Visit the page
Software: Autodesk 3ds Max
Category: Animation, Character, General
Skill: Intermediate
 
Tutorial Steps
1From CAT to FBX
2Biped and HTR to CAT
3Objects Animations to CAT
4Crowds and CAT
 

In this third set of tutorials on CAT, i cover how to extact and load data on CAT rig. How to export animations from CAT to FBX, how to load motion capture data or bip animations on CAT rigs and, to finish, how to use 3ds Max's crowd system with CAT rigs.

From CAT to FBX

In this video, learn how to take a CAT rig animation and load it on a similar rig made of regular Max bones. When the animation is on regular bones, you can then export the bones and the animation to what you need. In this video, i'll show how to export the CAT animation to an FBX file. FBX can be used in a wide variety of applications and engines so this process can be quite useful.

Biped and HTR to CAT

Biped animations can be loaded on CAT rigs using the Motion Capture tool of CAT. The same workflow applies for HTR motion capture file. In this video, see the workflow to load character animations on CAT rig that are coming from various sources.

Objects Animations to CAT

If you have objects in a scene that you want to use to drive CAT animations, the regular Max constraints can be used to do that. In this video, see how objects aniamtions can drive body parts of CAT. This worflow can be used with motion capture done with clouds (like TRC) but it applies to much more.

Crowds and CAT

3ds Max crowd system offers a wide variety of tools to generate random and behavior based crowd motions. In the past, crowds were mostly associated to Biped Motion Flows. But, with CAT's procedural walk cycles, you can have a CAT rig follow a standard crowd delegate. In this video, see how to setup a crowd with CAT rigs.

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Posted by Vipera on May 24, 2012 at 10:38 AM
Thank you for tutorials!
Posted by Crowdsmurf on Apr 10, 2012 at 06:27 AM
Hi,

First of all, i'd like to thank you for the excellent tutorials on this site. I'm currently trying to get an animated character in XNA. I made a custom catrig and did all the steps necessary to convert it to a valiable fbx format. With this, I can get the animated rig into XNA without problems (with the snapshot and mapping method). However, when I skin my character to the new rig (the one i export) and export it again together with the skin modifier; XNA tells me he can't find the skeleton (which is weird, because he does find it when i don't skin a character to it).

Any idea what might cause this problem? I've searched the internet but there aren't many similar problems out there apparently :s.

thanks in advance,

Hendrik
Posted by mnemonicimage on Jan 07, 2012 at 03:07 AM
Are you updated to 2012 sp whatever they are on now? When I updated my service packs it seemed to fix that issue with bvh and capture animations.
Posted by tsy_ba58 on Jan 07, 2012 at 02:52 AM
""""""""""""""""So I have a Biped with data on it. (this also happens with bvh). I set the source to the BipPelvis and the target to the Clown CAT rig. When I click on automap in the Capture Animation window I receive the following error: "Unknown system exception" and the Maxscript editor opens the CaptureAnimation.ms file with it highlighting line 255 "local liindex = FindCATNode catNode;" It is not able to auto map. So try to drag the hips from the bvh source file in the left column onto any of the items on the right side and it does not map.

Any fixes? Where do I post a bug? """""""""""""


me to how can solve this problem pls help me soo now


Posted by hmaseret on Dec 14, 2011 at 01:16 AM
very usefull tutos, thx