Hey all,
In this video
https://youtu.be/rQqjPZNRLv8?t=16m20s
Frank talks about how he binds a skeleton to a biped so that he can take advantage of biped's ability to import mocap data and having everything seamlessly work in-engine (UDK).
I'm trying to figure out how he bound the two skeletons together. I remember re-creating this years ago but I can't for the life of me remember how it was done and I can't find any info on this online. Anyone here have any ideas?
Replies
http://www.paulneale.com/temp/evolver/evolverBipedBinder.html
http://www.geoffsamuel.com/Projects.php
You could contact Paul Neale about the script,
he may have it archived somewhere.
1. Create biped that matches the bones in original skeleton and
align it to the original bone structure.
2. Then LINK each of the original bones to the matching biped bone.
It can take some time to do. The only tut I know of showing the
procedure was this guy http://www.trepaning.com/ however I
do not see the video listed. It was titled > D3_Rigging_3dsMax_Biped.avi
You may be able to dig around and find it, it was for Doom3, but showed
the linking bones to biped by hand.
NOTE: He does have a video that suggests bones and biped in Max, but have
not watched it so do not know if it covers the steps, it's the one called
Monster rigging bones and biped.
If you use position and orientation constraints for binding to the biped all those problems go away.
However...
If your biped isn't exactly the same shape as your original skeleton you're going to get distorted bones which you then have to fix.
Building your skeleton based on the biped in the first place is the simplest way to resolve this but there's nothing stopping you copying the animation over to an undistorted version of the skeleton.