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From FBX to CAT Rig With Skin Transfer (3ds Max) - YouTube
Channel: Miloš Černý Animation
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Hey, fellow animators, I’m Miloš Černý.
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Let’s first summarize what we actually want
to achieve in this tutorial.
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I have an .fbx file here, with a deer model.
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When you import an .fbx with a previously
rigged model into the 3d software,
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it will most likely look something like this.
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It has all the bones and the model is still
skinned properly.
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But you can see it doesn’t have an information
about it’s rig anymore.
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And therefore, you are not able to do any
reasonable animating with it.
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I bet you have already experienced a situation
like this.
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Maybe you have downloaded some .fbx on the
internet, maybe you needed to get a rigged
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model from Maya to 3ds Max, maybe you have
just lost a file with the initial rig.
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It doesn’t matter.
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Sooner or later you will probably get into
a situation like this.
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So what do we want to achieve then?
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We want to rebuild a rig for this deer with
exactly the same bones and skin as it was before.
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And because you are on my channel, we will
do a CAT rig of course.
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A little side not here.
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If you get these horrible bounding boxes around
the bones and you don’t want them, just
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head to Customize, Preferences, Animation
tab and switch Key Bracket Display to None.
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Ok, so basically what we need to do is a fresh
CAT rig from scratch.
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But a big help for us is, that we will use
the existing bones as guides of where we need
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to place the pivots of the new bones.
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So create a CAT Parent and a Pelvis.
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Align the new Pelvis to the old one and of
course, always make sure, you have all the
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axis selected for both position and rotation
and also Pivot points for both objects.
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Now, I know that I always tell you to resize
the bones properly so they match the model
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as best as they can, for skinning.
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But here it doesn’t make any difference,
because we have the skin already done and
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we will just transfer it to this new rig.
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So in this case, the size of the bones doesn’t
really matter.
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Now a spoiler alert, we will have to do this
alignment for all the bones.
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So a pretty repetitive task but it usually
only really takes a few minutes.
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I will show you how I will do one Leg and
then will probably speed up the rest of the process.
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Start aligning the IK platform first.
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If you don’t have any reference bone for
the IK platforms in your .fbx file, don’t worry.
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Just place the platform manually to the place
where it fits the model.
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Do the ankle after that, and then align rest
of the bones from top to bottom.
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The shortcut for Align is Alt+A by default.
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That one will be pretty useful for this.
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Sometimes the bones need more then one alignment
because of the IK.
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You could switch to FK though and align them
that way to make sure they are on their places precisely.
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Here I didn’t think it’s necessary
however.
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Ok so now I will speed this up as I said.
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If you don’t know how to build a fresh CAT
rig for a quadruped, you can check one of
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my older videos, or even my recent Dino-Bird
series.
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Both are linked below the video as well.
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After we are done with this new CAT rig we
will transfer the skin from the old one to this one.
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So stay tuned.
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However this doesn’t take too long.
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The whole process took me only something about
5 minutes.
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This is a very simple rig though.
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Ok, we are done.
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Now to the more important and less known part.
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Transfering the skin.
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First I want to say though, this actually
has nothing to do with CAT anymore.
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It’s a 3ds Max feature and can be used for any
skin and any bones.
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So we have a new rig done with all the bones
renamed as well.
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Let’s select it and put it into a new layer
to keep order in our file.
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It’s pretty important here, because here
we can not get lost in the namings.
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You can see I have two layers with rigs, one
with the old one and one with the new one.
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Now if we try to animate with the new rig,
it of course doesn’t move the mesh, because
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the mesh is still skinned on the old one.
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So we need to transfer the skin between them.
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The mesh has the skin modifier but we can
not just delete it and add the new bones because
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that will basically just destroy the skin
and apply a basic one.
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What we need to do is to go to the last ‘Utilities’
panel, go to ‘More...’ and find ‘SkinUtilities’.
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These two buttons will appear.
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Now with the mesh selected hit ‘Extract
Skin Data To Mesh’.
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It will create this new mesh object with ‘SkinData’
in it’s name.
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And it basically has all the skin values saved
in the that mesh.
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They are two separate objects.
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Now we need to select our main mesh and we
can just delete the Skin modifier from it completely.
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Because we have all the data saved in that
new object.
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Now if you select both meshes at once and
go to Utilities Panel again to import the skin,
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nothing will happen.
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That’s because the main mesh has to have
a skin modifier with bones in it.
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So let’s do that.
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Make sure you have the right one selected
and apply a Skin modifier.
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Hit Add bones, and add all the bones from
the new rig.
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Again, make sure you are selecting the right bones.
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That’s why it’s important to keep order
in your file when doing this.
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Now when you select both meshes and hit Import
Skin Data, this window will appear.
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Here you basically just need to pair all the
bones to their counterparts one-by-one.
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You can do Match By Name if you have the names
identical, but here it doesn’t work for me
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as you can see.
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I could just delete the CATRig part from the
Target Bones if I wanted, but I wanted to
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show you that you can do it manually
as well without any problems.
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After you are done with all the bones just
hit ok and you are done.
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The new rig affects the model now, not the
old one.
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You can actually delete all the unnecessary
parts now.
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SkinData mesh, as well as the old rig.
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Now everything is finished.
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You have your CAT rig for animation and it
exactly matches the bone placement and skin
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from the .fbx file you had.
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You can now create new animation layers and
animate whatever you need.
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A lot of people asked for this video and I
was finally able to make it, so I hope you liked it.
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Thank You to all my Patreons and if you enjoy
my channel, subscribe, like and comment.
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See you in a next video.
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I am Miloš Černý and Thank You for watching.
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