I am doing the exact same thing with max 2013, cat and unity 3.5.6f4. Exporting a rigged character using fbx 2013 I get errors Followed is a list of bones that are converted to geometry. Followed by a list of bones that don't comply. So here is the strange thing. Supposedly you had to collapse trajectories for the cat rig…
Thanks poopipe It is not my intention to hijack this thread I just hope it helps the op. Yes checking the second error revealed a reset of scale and transformation should do the trick, but you cant because of the first error :) ha ha! Yes the retargeting (max tutorial I linked to) the animation will do what you say. The…
Thanks for the help guys! 0_o So far, since this it's a time based proyect I did again the rig, but this time using biped.But i won't give up on this, I'll try to fix the CAT rig. I think biped it's a great choice, it has limitations of course. But also I want to understand how the heck CAT works! So i will try to fix the…
It probably isn't your fault... Max is very forgiving over transform matrices on bones, it kind of knows that you don't want a stupid tranform on a bone because that would be silly. The thing is, it has to export the information to fbx just in case so when it brings the objects in, anything weird come back in without max…
Hey Guys! I have a little trouble over here :poly122: I'm working on the rigging of a character to be exported using *.FBX file format for Unity engine. "Use CAT" they said, it's better than the crapy biped (I'm no fancy animator :poly142: , so I did. I used cat, it's seems a lot better than BIPED, BUT when i tryed to do…
Ha, actually biped works a lot better and is way more noob friendly than CAT for the reasons you are now finding out. Those who hate biped just haven't taken the time to understand it, or they are basing their opinion on some very old versions of biped, like versions that came out 10 years ago... You might want to try…
first error - you're probably exporting splines second error - bad transforms on things. refer to my previous post on separating the deformation rig from animation rig and you won't suffer these issues. i successfully managed a max to maya to max to engine pipeline using fbx as the backbone by doing this.
That error means you have wonky scaling on some of your nodes. My advice... Either. reimport the fbx and fix them, then fix the skinning problems build a nw deformation rig out of bones, skin the character to that, constrain it to the animated cat rig and export that instead id do the second one myself...
Those terms typically apply to Maya, I think 'delete history' equoates to collapse the modifier stack and reset the scale/transform matrix. Maya has a history stack, max has a modifier stack. Max also keeps a record of what you have done to the object such as scale, move, rotate, this isn't a full record of what you do in…