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

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  • replied
    I created a test case for this and though you can do it, in Max you can't actually use the root to move the CAT rig around, not purely by linking it anyway. So what you can do is create a Dummy, or Point or whatever object, place it on 0,0,0 and then link the pelvis to that object. On export, that will then be the root of your skeleton hierarchy but while in Max, if you move the root, it won't affect the CAT rig.

    So, that's not a huge problem because you want to affect the root by the pelvis anyway. Pretty much like I have the HeroTPP skeleton set up. So, you'd just have to set that up. It'll be fairly similar to what I did for the HeroTPP skeleton. I'll say that I did not do full animation / root motion tests, just a test to see if I can get a root bone out to UE4 via the CAT rig directly. And that test works, so my theory is that when animated correctly, root motion will also work.

    EDIT:-

    Just to show the successful import...

    Click image for larger version

Name:	CATTest.jpg
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    Last edited by Obihb; 02-02-2015, 02:53 PM.

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  • replied
    That would only work for humanoids, I got things to work on such as animals, the main reason I chose Cat Rig for.

    I would like to learn if there is a way that I can put root bone, instead of constantly using that specific blue man one he did. ^^

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  • replied
    Just create your Catrig and animate it as normal. Then use the "Clip Manager" to transfer it to the Catrig created in this thread and you'll have the root all working fine 'n dandy

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  • replied
    Thank you for your response Mr Obihb.

    I think I was not clear enough on my question.

    Okay, I can make the pelvis move on the Blue Man, though my question is related to something else, as ofcourse I won't be using anything related to Blue Man later.

    What I am wondering is, when you create a fresh Catrig, it starts from Pelvis. It does not have an option for a bone that is linked to Pelvis and stays on 0,0,0 as a Root Bone. Is there any way to add a bone to CatRig and declare it as "Root Bone", so that I can move that new Root Bone and pelvis will follow it? =)

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  • replied
    I'm not sure I quite get what you mean. Can you maybe say what type of animation you want to do that isn't working for you on the current rig?.

    The root bone is part of the HeroTPP skeleton, and is rigged to the pelvis on the CAT rig. It is not directly animate-able. You would only animate the CAT rig. If you wanted to move the whole thing, you can grab the pelvis and feet platforms to move it. But if you just want one bone to do that with instead, you can add that in there, it won't mess with the HeroTPP skeleton, it'll still export just fine. Just make sure not to link anything to that skeleton, or link it, to anything else.

    Other than that, I'm not sure what it is you want to do, if it's something else, let me know, I can help you do some changes to the rig if it doesn't quite work for you.

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  • replied
    Hello! Mister Obihb. I have a question.

    I downloaded your Catrig Skeleton. But it seems to be missing a Root Bone on Catrig. I tried to move the bone named Root but everything related to it doesn't seem to work.

    Maybe I am getting all wrong as I am pretty new on Catrig, but my main problem with my models is that, when I first created them they had no rootbones. In UDK I could make a root motion from pelvis and it would work all fine. It seems ( I am not sure ) Unreal 4 requires you to have a root bone that is connected to the system, at the very top. Also if you try to make a root motion from pelvis, the rotation rotates the entire skeleton >.<

    Long story short, is there a simple way to add a bone on top of the bone system which sits at 0,0,0 coordinates in 3dmax, and make the whole skeleton move with it? Thank you for your time and reading!

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  • replied
    Cool, glad to hear..

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  • replied
    Originally posted by Obihb View Post
    I've uploaded a new file, if you want to check it out. I made changes to the palm twist and the fingers. I'm not sure the exact problems you have but the rig now should be more correct. The palm twist was a decision I made based on how the forearm behaves, but I think ultimately, the twist should be neutral with the palms facing down, for this rig, where normally, it actually would be neutral with palms facing forward.

    Anyway, try it out and see if it works better. Otherwise, please let me know the exact problem. This feedback is useful, since I don't personally use the CAT rig.
    Will download and report back!

    Edit: You fixed it! Kudos! :P
    Last edited by KITATUS; 01-27-2015, 06:24 AM.

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  • replied
    I've uploaded a new file, if you want to check it out. I made changes to the palm twist and the fingers. I'm not sure the exact problems you have but the rig now should be more correct. The palm twist was a decision I made based on how the forearm behaves, but I think ultimately, the twist should be neutral with the palms facing down, for this rig, where normally, it actually would be neutral with palms facing forward.

    Anyway, try it out and see if it works better. Otherwise, please let me know the exact problem. This feedback is useful, since I don't personally use the CAT rig.

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  • replied
    Can you explain a bit more?. You mean transferring the animation?.

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  • replied
    This is excellent! However, with your CATrig, I can't get my hands to translate over. Is this normal?

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  • replied
    You just helped a poor programmer guy to get some placeholder anims into his prototype

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  • replied
    Cool..

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  • replied
    this is awesome! thank you!

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  • replied
    Thanks for this. I was wondering how I might get some animations onto the blue guy, so this saves me a step

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