I think we all agreed that we need a script for doing this automatically...
@tuazulyrojoeljean
3 жыл бұрын
Please, guys, don't forget to go to the Autodesk page and vote for the CAT 2.0 update, link is in the description
@aladik2010
3 жыл бұрын
1. Export CAT to fbx 2. Import fbx- !!! TADAM !!! CAT bones convert to regular bones. 3. Add helper- link Pelvis to helper, export to fbx (make shore to check "Bone On" for all bones & helper in Bone Tools menu). 4. DONE.
@tabacohabano
Жыл бұрын
Thank you very much! I think I got the solution as well for the Biped in Max, works the same way, but you need to check the "keep the offset" option when constraining the root bone position. Otherwise, the new root bone will go to the Biped's root bone that is located at the pelvis.
@OfirGardy
3 жыл бұрын
You invest in you videos so much! it is beautiful!
@widam
3 жыл бұрын
interesting, but I found another way more simple, just export as it the CAT without the root as FBX, later on import the FBX it in a new max scene, add the root bone, linked it, be sure you use the same bone in all the animations (name), export it as a FBX again and is done. it worked in unreal.
@BedStuyBro
3 жыл бұрын
Interesting. That's similar to baking it as in his first "root bone" video.
@joe-9718
2 жыл бұрын
Please can you give more info on this / more detailed explanation. You mean export just the animation data, or the whole mesh? Why do you need to reimport it into a new max scene? When you do, it doesn't import as CAT rig, it converts all the bones to dummies, do you create a brand new bone from nowhere as root bone? How exactly do you do it? A response would be vastly appreciated if this is possible. Thank you!
@MerryMac1000
7 ай бұрын
Perfect tutorial as usual but it's so demotivating to have finally finish rigging a character to then have to essentially rig it a second time. I might try learning rigging in Blender instead.
@Wip3ou7
7 ай бұрын
Someone needs to tell this man about the renaming tool
@DarthBiomech
3 жыл бұрын
Or you can just create a regular max point helper an parent everything to that? I've been doing that. Since it's not a part of the CAT, it couldn't care less being parented to it, so no motion layer bugs. You don't need to move the root bone pretty much ever, anyway.
@mikhailakimenko4913
3 жыл бұрын
It seems like it works for me in the unreal engine. So easy solution that I feel like it wrong somehow. But it works! Thanks)
3 жыл бұрын
Yes, this works for the rig. However there might be a lot of animations that are animated in space where you actually need to manually animate the root bone to be in the precise place. To match the starting and ending pose of the animation for example, or for blends between animations to work correctly. For this it's much better to have the root bone as an CAT bone so it can be animated together with rest of the bones inside the layer system.
@mikhailakimenko4913
3 жыл бұрын
@ Hey Milos! I've got it, man. Thanks for the explanation. I think your examples a bit too complex for usual game dev cases. In my case, I already did all animations, and all I was needed to just get this root bone as a zero point of a character to apply forces to move, jump, and so on. But it good to have more deep knowledge anyway. Thanks for all your tutorials!
@andresfelipehernandezospin5261
3 жыл бұрын
Hi, what do you mean about parent everything to that? that wont break the whole hierarchy? Could you elaborate a bit please ? Thanks! :)
@DarthBiomech
3 жыл бұрын
@@andresfelipehernandezospin5261 Just create a point helper and link the pelvis and limb end IK platforms to it. Now you can do anything with it, except scaling.
@vladimirjocic2226
2 жыл бұрын
I am not a professional, but i think there is a difference between just having a "static" Root bone, and Root bone that is meant for root motion. When you press Motion Extraction Node button you get proper Root Bone(even though this system does not work properly in Max). This bone is not just on top of hierarchy but also have translated position values from Pelvis bone (except up and down motion that is still stored in pelvis). So basically, with root motion, during animation you want your Root to always stay on the ground, directly below pelvis, but also to be the one bone that moves character (instead of pelvis). This way animations will play from the root and always be perfect, no matter where characters stands, which side he is looking or when you blend different animation. In this video i dont understand what you are going to do with root bone? is it just static bone that never moves or do you somehow translate values from pelvis? I appreciate the effort for sharing free CAT tutorials and watched all your videos.
@geoffkornfeld7013
3 жыл бұрын
Couldn't this all be turned into a script?
@DOW2Fanboy
3 жыл бұрын
Thanks for making this milo.
@JP3D81
3 жыл бұрын
Nice! Can´t someone write a script for the process?
@Ficolo72
3 жыл бұрын
hahaha! is better find another autorigger!
@LeeJackson3d
2 жыл бұрын
Hi Milos, I love your video and frequently point students to them. I am just curious what issues you have with CATS motion extraction bone. Works all the time for me taking it from max to unreal or anywhere else.
@LeeJackson3d
2 жыл бұрын
Use the extraction bone - its quite simple guys :)
@Robocop2134
3 жыл бұрын
9:30 we need to reskin the mesh to the max skeleton? Edit: Hehe, called it. But your method is soooo much better than how I would have done it!
@AlexUdilov
3 жыл бұрын
Thanks a lot!
@JoshPurple
3 жыл бұрын
Excellent vid 🏆 ! Thank You Miloš 🙂 !
@vVPhaetonVv
3 жыл бұрын
Maybe i say stupid thing, but what about "motion extraction node"? Why not use this feature? Maybe it was covered in previous videos, but i dont remember, sorry
@AbbasKhan-dk5sb
3 жыл бұрын
Thankyou brother for this ❤️
@Gregasaurus
3 жыл бұрын
awesome video, Milos!
@wigglecreatures3195
Жыл бұрын
So I followed the video but then when I go and add an animation layer to the CAT RIg the whole thing breaks. Did I do something wrong or am I missing something?
@LeeJackson3d
2 жыл бұрын
You also know there is a convert to bones function right ?
@warrenzechnas
3 жыл бұрын
Awsome!!!
@mortasm1
3 жыл бұрын
Have you tried exporting cat to blender? Might be an idea for a tutorial, I’m sure there’s a lot of max/ blender users around
@vienduong
3 жыл бұрын
Is there any problem if I link the Pelvis to the CAT Parent? I exported the rig & animation this way and it works fine in Unreal Engine.
@alexanderlazarev3006
3 жыл бұрын
it created problems when you load poses or try to use procedural animations, he showed this in his "fast" video of making root bone
@MIchaelSybi
3 жыл бұрын
Do you have a solution to fix ball of the foot bug in CAT? As it's not working, and the adjustable pivot slides like it's not supposed to.
@nicolasvelasquez7953
3 жыл бұрын
I have a doubt what is the function of the first bone "CatRigRoot". Is it to animate the general displacement of the character? and thus transfer your information to the "Root" bone?
@xmrboglikenfs7078
2 жыл бұрын
Worth tn sub😁
@ballz_11
3 жыл бұрын
Subed
@kavindusulakkana2915
3 жыл бұрын
How can i download cat plugin
@ALKAPULE
3 жыл бұрын
I don't understand why you have bones and cat at the same time
@Ficolo72
3 жыл бұрын
I hope really that Autodesk start to work on CAT 2.0 Because the current Cat is very shameful... Instabile, limited, full of bugs and crashes, and it lacks all modern animation management tools. Miloš thank you for the effort that you put into it but it is all too obvious that the current CAT is not recommended for production due to the too many problems it brings with it.
@andresfelipehernandezospin5261
3 жыл бұрын
Because of things like this Max is doomed
@DarthBiomech
3 жыл бұрын
Yes, just like capitalism it's going to fall any second now. Aaaaany seeecond...
@LeeJackson3d
2 жыл бұрын
the root extraction node is fine if you know how to use. These steps are un needed
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