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3DSMax Biped Rig for HeroTPP (Default Blue Man)...

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    #46
    Thank you thank you thank you!! This has saved me so much time and stress <3

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      #47
      Hey Ohihb!

      This thread is long dormant but I am in need of some assistance. I know close to nothing about using 3dsMax but I found your "grey guy" biped rig here a while back. I'm having some issues using it in Unreal with the animation blending, and I was hoping you might no what's going wrong.

      The animations export fine, and at first they appear to be exactly what I want. HOWEVER, when I attempt to put these animations into my animation graph, the result is strange.

      When the animation nears completion and begins to blend into the next animation in the state machine, animation A blends into animation B the wrong way. As an example, I have a simple animation where the character swings a bat. After the Bat Swing, the character returns to the Idle animation. The Bat Swing is a full animation, so at the end of the animation, the character is just about reset at the Idle position anyway. The problem is that when the blend occurs, for some reason, Unreal is blending the spine all the way back around to return to the Idle animation. Instead of a seamless blend between two simple animations, the result is a frightening "exorcist" effect where the character's upper body spins nearly 360 degrees in the wrong direction to return to the Idle animation.

      This issue is not ideal, obviously, because in order to patch it up I've had to reduce the blend duration on all of the affected animations to .001. So at that point, the animations just snap into position and might as well not be blending at all. Additionally, the super-short blend duration is causing (I think) my state machine transition rules to be skipped which is also less than ideal.

      I am experiencing this problem with all of the animations that I have exported using your "grey guy" 3dsMax biped. I'm not very experienced with 3dsMax so it's very possible that there is an issue in the way that I am exporting the fbx. However, seeing as the animation behaves almost perfectly despite this one issue, I wonder if there is a way to remedy it in Persona. Thanks for any help!

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        #48
        This is one of those things where I'd just need more information. My first thought is that it's a problem in UE4, and though tracking down problems is best done linearly, follow the steps from begin to end, I just can't think of any exporting issue that would cause this, and if it did, it would certainly be new to me. With that said, the only thing I can even think that it possibly could be is the blend type. But yeah,, otherwise I really don't know.

        So the best I can do is to either ask you to post more info about your UE4 setup, as much as you can or willing to share, AnimBP... etc. or send me a PM and then we can deal with it more privately so I'd ask if you can send me your actual files, anything included for the UE4 stuff to work. You can Migrate just that stuff, the bare minimum to a clean project and send me that.

        If it's something simple, then some screen shots of your setup can usually reveal the problem but otherwise it's very time consuming to go back and forth on what it COULD be. I've never had this problem myself, so I can't say where to look or what not to do.. you know.

        Sorry I can't provide a more useful answer, but I'm willing to try work it out with you if you want to, but I probably would need to get my hands on your UE4 project, even just in a bare form just to see what's going on. Unless you'd rather go through Answerhub and see if people have had similar problems. I'll leave you the choice..
        Ninja Arcade - UE4 - Forum Thread -- Ninja Arcade - UE4 - Demo v0.02a

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          #49
          Hi Obihb for this useful mesh you built here. I'm not very experienced in rigging or animation and I have a question for you: is it possible for the parenting between the biped and the UE4 guy skeleton to be bi-directional? I mean the biped driving the skeleton and the skeleton driving the biped.

          I've tried to load animations directly exported from the UE4 engine to the mesh, and it seems they just apply to the skeleton only and the biped doesn't move with them.

          I'm using the grey guy file.

          Thanks.

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            #50
            thank you for sharing
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              #51
              Originally posted by Xivader View Post
              Hi Obihb for this useful mesh you built here. I'm not very experienced in rigging or animation and I have a question for you: is it possible for the parenting between the biped and the UE4 guy skeleton to be bi-directional? I mean the biped driving the skeleton and the skeleton driving the biped.

              I've tried to load animations directly exported from the UE4 engine to the mesh, and it seems they just apply to the skeleton only and the biped doesn't move with them.

              I'm using the grey guy file.

              Thanks.
              There is no such way to have a bidirectional control between biped and any export rig for a few reasons:

              1- Technically it would be impossible as it would create a cyclic redundancy loop.

              2 - The point of the export rig is not to be touched at all but just be exported from Max into UE, instead biped/or custom rig setup is the only one rig you need to be concerned with when animating exporting/importing motions.

              3 - you can't simply export fbx motion file and try to load it in Max on the export rig, as that would break your original rig setup. The FBX file must be converted to a BVH/BIP file compatible with Max's Biped before loading it onto Biped which would drive back the export rig. Converting FBX files into proper motion files may require a long setup on its own, You may want to look into scripts for that, but to my knowledge it is not a straight forward setup with a biped rig. If it was a custom rig it may be a bit simpler but still you will need good long workflow relatively to convert each FBX and make sure the motions are somewhat intact.

              I'm not sure I would see a reason why you would wish to bring an animation from UE to max though, unless you have a motion pack such as (animset) and you wish to use some of those FBX files in Max to drive the motion. In that case the workaround is to manually re-animate and rotoscope the FBX imported into max with the biped for each motion.

              Comment


                #52
                Thanks for the info, William K

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                  #53
                  Originally posted by William K View Post
                  I'm not sure I would see a reason why you would wish to bring an animation from UE to max though, unless you have a motion pack such as (animset) and you wish to use some of those FBX files in Max to drive the motion. In that case the workaround is to manually re-animate and rotoscope the FBX imported into max with the biped for each motion.
                  Yeah. The goal would be to add mannequin animations (idle, fire, walk, etc) and then animate over them with a control rig (preserving the original idle animation for example, but adding some other keyframes to it), adapting them to my meshes (weapons - pickups) and motion for every situation I need. But I guess I will have to find another workflow for that.

                  Thanks for the info, anyway.

                  Comment


                    #54
                    Originally posted by Obihb View Post
                    I wanted to share this, since I think it's probably quite useful. Since Epic basically focus on the Maya tools and there's no ready to go Max version of Blue Man. When I was working on my Game Jam project, I kinda wished I had the Blue Man rigged in Max and it was too time consuming to do it for that project, but I decided to do a Biped setup for him now anyway, for possible future use. I thought a CAT rig would be cool or even a custom rig but I think Biped is maybe the most globally useful, concerning motion capture.. etc.

                    So anyway, here is the link to grab the file. Although I did the setup in Max 2015, I saved it out backwards compatible to Max 2012, which is the lowest it's able to go. So anyone with Max 2012 and up, should be able to open this, I wasn't able to test it on lower versions though.

                    DOWNLOAD for Blue Guy

                    DOWNLOAD for Grey Guy

                    EDIT:-

                    I've updated the download link, it now has 2 files in the archive, a Biped and a CAT rig.

                    EDIT No2:-

                    I've also created a biped rig for the new "Grey Guy" Epic added since version 4.8. You will see there are now 2 download links, one for the blue guy and one for the grey guy.

                    ...

                    This video shows the Biped rig setup, how it works and how it exports. The CAT rig works the same way for exporting.

                    I'm working a small team without professional animators. I'm using your rigging of the grey guy for Biped. It works great except that we'd like to move the root bone freely (independently from pelvis), even on XY. The reason for that is that we're kind of a parkour game where we have many special requirements for the root bone. How could we move the root bone freely? or is it a NO for Biped?

                    Thanks.

                    Comment


                      #55
                      I have to try remember what I did on there..

                      I think I would have added a dummy or point object or whatever because Biped doesn't really allow a root bone setup by itself. In that case it'll be a matter of removing the controllers for the XY of the root dummy. I might have also locked it so you can't move it manually. The control there should be done through Wire Parameters. So if you select that dummy and go to the Wire Parameters you should find it's linked probably to the pelvis. Just break that link and check if the movement is locked otherwise and unlock it. Then you should have just normal control over the dummy.

                      Sorry I can't be more specific. If you have any rigging knowledge you might already know what I'm talking about, if not, maybe ask someone that does and use Max and can look into it for you. I don't use Max anymore. i'm in Blender these days, so yeah, these old stuff I did is kind of just in my memory, which is real bad..
                      Ninja Arcade - UE4 - Forum Thread -- Ninja Arcade - UE4 - Demo v0.02a

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                        #56
                        Forgot to mention that, if I did not use Wire Parameters, then it would have to be just a position controller, can't remember the name, but an actual controller. There's basically 2 ways I did stuff like this and it's either Wire Parameters or Controllers. In either one you just need to break the "link". With Wire Parameters you literally break the link but with controllers you replace the controller with XYZ Location.. or something like that, the default one that allows you to move things by hand.

                        I guess what you can also do is you can simply delete the dummy and replace it with a new one and then link the original "Epic" imported bone to your new dummy. Then it should just work also I think. The key thing is controlling the original bone, so don't "link" it but use a controller to drive it, either a link controller or a position controller and if you need rotation, also a orientation controller. But I think using a link controller should do it. sorry, again my memory is a little fuzzy and I don't wanna give the wrong info. But those are the things you can use.. you know.
                        Ninja Arcade - UE4 - Forum Thread -- Ninja Arcade - UE4 - Demo v0.02a

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                          #57
                          Obihb - Thanks for sharing - this was a big help and works great.

                          You mentioned you are using Blender now....do they have anything like CAT or Biped for Blender?

                          eg. Easy to use rig with full-body ik, parametric locomotion, etc....

                          Most importantly, are you able to easily export to the Epic Mannequin?

                          Thanks for any feedback - considering where to invest time and money....
                          https://www.casualdistractiongames.com

                          Comment


                            #58
                            Cool, I'm glad you got it sorted out.

                            Yeah, so Blender, I'm still new there, I'm learning it as I go. I've done a few rigs trying to basically replicate my typical Max workflow. Funny enough I don't typically use Biped or CAT, or rather, didn't used to. As far as stuff like Biped or CAT for Blender, I actually don't know but I kinda doubt it. I know there's a thing called Rigify to help with a rig but I don't know if it includes all sorts of other tools like you get with CAT and Biped. I haven't actually looked at that just yet because it doesn't teach me anything. I like to know the nuts and bolts of things first. Auto tools is only a possible time saver but doesn't teach you anything.

                            So anyway, I'm going through some various things doing rigs and trying things. Basically I would know what I want to do and try find if Blender can do it and if not how to do something similar. So it's a different way of learning the software, starting off with knowledge of what to do just find how to do it, not also learning what to do. If that makes sense.. But to be honest you can do a lot that Max can do in regards to rigs, I mean custom rigs which is actually what I would typically do.

                            Exporting stuff from Blender to UE4 specifically for the mannequin will of course be possible in the same way it is with Max. Import into Blender, rig it and then animate and export it. I haven't actually done that for the mannequin but I have for my own game character. Using my old FBX exports to make it work. As long as you know what you're doing there's nothing preventing you from doing it in the software, you know?.

                            I think someone did a mannequin rig for Blender. but yeah, I'm not sure. I of course haven't looked at it so if it exists, I have no idea how it works. But to be honest it wouldn't be any harder in Blender to make a custom rig for it.

                            I've seen a lot of stuff with Blender where some people have problems with various things for various reasons but as long as the tools work, meaning the exporter does it's job, the importer does it's job, there's probably nothing you can't do. You just need to know why something doesn't work, if it didn't end up working and then fix it, you know?.

                            As investment, of course Blender is free so it's only a time investment.

                            Anyway, before I start to ramble... too late.. but yeah.. that's some Blender stuff..
                            Ninja Arcade - UE4 - Forum Thread -- Ninja Arcade - UE4 - Demo v0.02a

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                              #59
                              Thanks a lot for these rigs. I was wondering if you happen to also have a CATRig for the grey guy? I only see a biped version and would definitely rather use CAT. If not I'll probably just try rebuilding the rig in CAT but obviously would rather not have to do that

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                                #60
                                I'm sorry, I never made a CAT Rig for the grey guy. I actually stopped using Max all together over a year ago so there's no chance I'll ever make one either. Sorry.
                                Ninja Arcade - UE4 - Forum Thread -- Ninja Arcade - UE4 - Demo v0.02a

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