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Pharmacist
Joined: 20 Oct 2007 Posts: 742 Location: USA
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Posted: Tue May 04, 2010 4:08 pm Post subject: Biped question |
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Hello,
I have a question about how to merge a biped into the female weighting file.
Say I have a cat which is rigged and ready for animation. When I try to merge it into the avatar female file, it never merged the right way. Any idea how to merge it correctly?
Thanks in advance. |
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Blackjack
Joined: 01 Nov 2009 Posts: 29 Location: USA - NV
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Posted: Wed May 05, 2010 8:16 am Post subject: |
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I just did a test with Max 2008, merging in one of the sample files that came with Max (cs4_tut_quad_WallyFinal.max). That file is a "quadruped" creature/mesh using a Biped System. It did merge it in upside down and very small, but I'm guessing that's because the two had been saved with different units. Otherwise, it seemed to merge fine. Both the quadruped and the avatar retained their animation and weighting and deformed correctly as I move the time slider. |
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Pharmacist
Joined: 20 Oct 2007 Posts: 742 Location: USA
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Posted: Wed May 05, 2010 8:53 am Post subject: |
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Everything is turned upside down and very small is what I get each time I am trying to merge it. So how can I fix the units system of my biped characters to be the same as the female file?
When I try to rotate it to be what I want, it looks okay but once I open the physique, it returns to the upside down status. |
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Blackjack
Joined: 01 Nov 2009 Posts: 29 Location: USA - NV
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Posted: Wed May 05, 2010 11:35 am Post subject: |
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If you open your max file with the Biped and change the units and resave, that should fix it on import. In Max 2008 (might be elsewhere on other versions):
Customize (menu)
->Units Setup... (menu)
->System Unit Setup (button)
On the System Unit Setup menu you can change the scale from "1 Unit =" to "1 Meters" to match the Avatar. Click ok through the dialogs and save and you should be good to go.
The changing of the units fixed the rotation for me, but not the scale - very odd, as I'd have expected the opposite. Scaling a mesh that's skinned/physiqued to Biped might need something special. If your non-avatar mesh has Physique, the following might help:
http://forums.cgsociety.org/archive/index.php/t-558.html |
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EternaSky
Joined: 03 Dec 2006 Posts: 4600 Location: Singapore
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Posted: Thu May 06, 2010 12:57 am Post subject: Re: Biped question |
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Pharmacist wrote: | Hello,
I have a question about how to merge a biped into the female weighting file.
Say I have a cat which is rigged and ready for animation. When I try to merge it into the avatar female file, it never merged the right way. Any idea how to merge it correctly?
Thanks in advance. |
rigged with biped?
Here's a slower way but surefire method
First save your physique .phys
next save your .fig and .bip file of the biped
then remvoe the physique
then merge the model in else u can export as .3ds and reimport
after merging, create a biped of any make u like.
load in the .fig
adjust accordingly due to scale issues
load in the .phys
then load in the .bip
Slow, but surefire way with less hassle of scale and export issues to tinker with later. _________________
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Pharmacist
Joined: 20 Oct 2007 Posts: 742 Location: USA
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Posted: Fri May 07, 2010 4:37 pm Post subject: |
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Thank you Blackjack and EternaSky. I will try to make both of your steps. I know a little about the .Phy and the .bip file formats. But what is the .fig one? How can I save my file as .Fig?
Sorry. This is my first rigged character ever. So I know I need to read more about this.
Thanks. |
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EternaSky
Joined: 03 Dec 2006 Posts: 4600 Location: Singapore
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Posted: Mon May 10, 2010 12:28 am Post subject: |
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.fig is the figure file. u save it by accessing the biped's figure mode.
the figure mode is what u use to change the length. number of bones etc. _________________
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Pharmacist
Joined: 20 Oct 2007 Posts: 742 Location: USA
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Posted: Mon May 17, 2010 8:01 pm Post subject: |
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@Blackjack, system unit is important for me all the time. Thank you for this tip.
@EternaSky, Thank you so much. this method is really surefire. I tried it and it worked for me. |
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EternaSky
Joined: 03 Dec 2006 Posts: 4600 Location: Singapore
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Posted: Wed May 19, 2010 3:14 am Post subject: |
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glad to see it solved  _________________
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Gusthy43
Joined: 15 Feb 2009 Posts: 36 Location: Hungary
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Posted: Wed May 26, 2010 10:38 am Post subject: Re: Biped question |
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EternaSky wrote: |
...
next save your .fig and .bip file of the biped
...
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i have a lil problem with this step
a simple steps:
open the original bipedRig_Basic.max file
select biped
press fig button to switch figure mode
and voila somethin happened the avatar shoulders, move a litle to down
here the screencapture:
http://gusthy.webege.com/err/err.html |
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EternaSky
Joined: 03 Dec 2006 Posts: 4600 Location: Singapore
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Posted: Wed May 26, 2010 11:37 pm Post subject: |
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dun worry about it, leaving figure mode should fix it
also i tend to not use the 4 viewport mode to see anything major. I love expanded view.
the .fig is simply how the Biped is structured.
This is also why u save the .bip file and in fact save the .bip file first.
In figure mode u decide how many neck bones, spine bones, ankle blah blah.
IMVU uses the default structure so not a big problem if u don't save figure mode.
However to prevent any possibility of a compromise. it's generally recommended to save the .fig
But this is only for an extreme backup case. which the topic here relates to. _________________
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