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PostPosted: Wed Dec 30, 2015 3:48 am 

Joined: Wed Dec 30, 2015 3:41 am
Posts: 2
Hi all, i want know if i can import from 3ds max a custom skeleton created by me it will work fine? i read on official documentation that is possible mapping bones to my skeleton bones and import that in ipisoft is that right?

PostPosted: Wed Dec 30, 2015 8:55 am 
iPi Soft

Joined: Wed Jan 11, 2012 6:12 am
Posts: 2355
Location: Moscow, Russia

iPi Mocap Studio includes motion transfer (retargeting) function. Thus you can import your character in any of the supported formats (including FBX) into Mocap Studio as target character, set bone mapping and export animation retargeted to your character.

Another option is to use retargeting functions of 3ds Max to apply animation of actor's model exported from Mocap Studio to your character. Consult with 3ds Max documentation/community to get more details.

PostPosted: Wed Dec 30, 2015 9:08 am 

Joined: Wed Dec 30, 2015 3:41 am
Posts: 2
thank you :)

PostPosted: Wed Jan 06, 2016 9:12 am 

Joined: Thu Sep 04, 2014 9:47 am
Posts: 897
Location: Florida USA

This depends on what type skeleton you created, (Max Bones, Cat Rig, or Biped) and what version of 3DS Max you are using.

You may be able to import it into iPi Studio, but may not be able to use it as an animation export skeleton, as the BVH mocap data will list the bone names wrong for re-import back into 3DS Max to a biped.

I am not sure of the information that is available to do this from online tutorials and I know will be none really in the Autodesk Docs for 3DS Max.

The best way is to not use your custom skeleton in iPi, just export with their 3DS Max Biped skeleton to BVH, then link the Max Biped to your custom skeleton, many tutorials on doing this online, there are several ways this can be done, depending what bone or biped structure and what version of 3DS Max.

It is pretty straight forward either way if you have a working understanding of the process and it will work as it should with the exact animations created with iPi, although the Biped skeleton may not have the exact same structure as your skeleton causing linking of extra bones on your skeleton to be linked to the same bones of the Biped, but if your skeleton and mesh are weighted correctly, it should react very closely.

If you also use MotionBuilder, there are other ways to export a BVH file for use in 3DS Max also, tutorials online for this also for correct bone naming inside MoBu first, or plotting the animation to your rig/character in MoBu for import back into 3DS Max.

Hope this helps.


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