Voici un petit tuto qui illustre comment transférer un rig FBX à un Biped de 3DS Max en utilisant Mixamo. Voici le lien vers le script drive.google.com/drive/folder...
Пікірлер: 46
@RussellReyes11 ай бұрын
Thing to note: at 2:57, make sure you go down to Animation > Bone Creation > Bone conversion and select "Convert as dummy"
@peterbean33611 ай бұрын
Thanks for pointing that out, mine has been set as dummies by default and I didn't think about it being a potential problem.
@Maxdesign3d5 ай бұрын
this is not needed.Dont mind if its dummy o bones.
@nanoshock232 жыл бұрын
Génialissime !! Un grand merci pour ton partage !!! TU m'enlève une grosse épine du pieds !
@Taumisch5 ай бұрын
Tu as gagné un bisou (parce que ton lien fonctionne toujours !). Merci
@amdadulhaqu7381 Жыл бұрын
thank you for your kindness
@zinkete Жыл бұрын
woow! that's awesome!! thanks a lof for sharing it
@jimbojim31372 жыл бұрын
super, merci !
@kyrongray5965 Жыл бұрын
This is great! Thanks so much
@ANNEMARIECONRAD Жыл бұрын
merci pour le script
@golban022 жыл бұрын
So~ useful. Thx~!!!!!!!!!
@n1pora4292 жыл бұрын
What 3ds max do you use? I can’t import biped skeleton in mixamo web site.
@mousejols Жыл бұрын
You're my god
@BitHalo2 жыл бұрын
The folder is empty did you remove the script ?
@AnecProductions2 жыл бұрын
link for the script pls
@tygereye107 Жыл бұрын
I get an error while running the script at -- Set the lengths of the biped bones. local startBone = biped.getNode bipedObj #pelvis link:1 -- Start with the pelvis. I don't know enough about MaxScript to trouble shoot it myself. Would appreciate some help.
@peterbean336 Жыл бұрын
Make sure you extracted the folder before using the script or sometimes you just need to open a new Max scene and do it again, you're not supposed to "Set" anything, the script does the job.
@edgarprotsko1558 Жыл бұрын
Can we use detail finger animation in Mixamo ? (you unchecked it)
@peterbean336 Жыл бұрын
Yes
@user-kp8pd9ym4l2 жыл бұрын
It doesn't work, only the first part of my character was auto-biped. Looking forward to your help.
@peterbean3362 жыл бұрын
What do you mean the first part? Is your character multiple objects?
@nanoshock232 жыл бұрын
Je passe par ici pour poser ma question car les commentaires sont désactivés sur vos vidéos de ID map. Du coup si vous me le permettez, pour ce qui concerne les ID map sur votre cube j'ai bien compris comment m'y prendre mais avec 50 000 polygones on ne va pas les faire un par un ? Imaginons que j'ai un bras avec une main en polygroups low poly un groupe pour la main un group pour l'avant bras et un group pour les ongles ? Et est-ce que une fois que ca marche comment cela va interagir avec mes maps ?
@peterbean3362 жыл бұрын
Vous pouvez également le faire en créant une map séparé en utilisant la 2e technique. kzbin.info/www/bejne/a6Sqk3SurMmNiJo
@nanoshock232 жыл бұрын
@@peterbean336 donc ma solution est bonne ? C est par polygroup ?
@peterbean3362 жыл бұрын
@@nanoshock23 Oui, si vous avez des polygones regroupés par IDs il est plus facile de les sélectionner la zone dont vous avez besoin sans les sélectionner un par un.
@nanoshock232 жыл бұрын
@@peterbean336 OK c'est très gentil à vous de m'avoir informé !! Merci beaucoup.
@user-tz9oh6gp6e Жыл бұрын
"If there is equipment on the body, is there no way for it to be equipped like the body when converting the bip? Can it be skinned? After I convert the bip bones, only the body's skin is covered, and the equipment in separate groups on the body is not skinned. I hope you can give me a reply. Thank you."
@peterbean336 Жыл бұрын
You can skin the equipment even after you converted the rig to a Biped. All you have to do is add skin to your equipment and then add the bones to which you want to skin them to. Bones can be used in multiple skin objects at the time. You can also link the equipments directly to any Biped bone so it'll follow that bone movement. Note that if you rather add another bone to your Biped's structure you can also do that but nothing prevents you from creating a separate bone system and linking it to your Biped, wings for exemple.
@gillik7801 Жыл бұрын
@@peterbean336 hello can you help me, i did this to my model and i got my biped, but when i added xtra bones (for my characters long ears), the bones have 0 weight. I wanted them to get automatically weighted, what do i do
@peterbean336 Жыл бұрын
@@gillik7801 You have to go in the skin modifier of your character and add these two extra bones then use weight tool to adjust the weight for each ear
@gillik7801 Жыл бұрын
@@peterbean336 hmm, but i cant weight them manually i am so bad at it. So theres no way those 2 ear bones will be automatically weighted anymore right?
@peterbean336 Жыл бұрын
@@gillik7801 Well... if your ears are separated from the body then they would distribute the weight automatically, then just link the two extra bones to the head bone
@fvss-ie1dk Жыл бұрын
Hello, Thank you for sharing, How to install this script in 3DS max?
@peterbean336 Жыл бұрын
Just drag and drop it in the viewport after you uploaded your rig from Mixamo in Max
@ravanmk2 жыл бұрын
It doesn't work, it says "Sorry, unable to map your existing skeleton" help please.
@peterbean3362 жыл бұрын
Mixamo has this message of 3DS Max? If it's Mixamo, make sure when you export your FBX from Max you check export animation from the FBX export window.
@ravanmk2 жыл бұрын
@@peterbean336 yeah, i did the same as you did in your video. I followed the same steps, but didn't work.
@peterbean3362 жыл бұрын
@@ravanmk Make sure you extract everything from the zip file before adding the script in 3DS Max otherwise it wouldn't work.
@gillik7801 Жыл бұрын
@@ravanmk Make sure that your FBX does NOT have bones, thats the fix
@edgarprotsko1558 Жыл бұрын
@@gillik7801 Sir, how i must do it ? Because its exacly bones itself