for the auto rigging I'd suggest looking at XSI's solution. you load up a control rig of sorts which is a bunch of nodes for each joint. you essentially move those nodes around and into position on your mesh and then tell XSI to create the rig based off that control rig. There's a quadraped solution also available within…
there is a maxscript out there - i think it's even called autorig - that does exactly what keg just described - for bipeds and quadrapeds. the rigs offer nice control however you'd need a second, constrained skeleton for skinning and export to an engine because the animation rig itself is rather heavy with lot's of extra…
[ QUOTE ] by rig i meant "skin" [/ QUOTE ] Yeah, does that too, with only small corrections to weighting needed afterwards. But let's not talk about XSI so much in this thread plz. People tend to get upset.
beeing able to scale bipeds in figure and non figure mode by selecting the whole shabang and the model without having to re rig and the bones get all fooked up. i second the realtime texture painting using photoshop like interface. cant remember anything more..hm...
hm, let's see, all very specific stuff: - a port of mirai's skeletal system to 3ds max. that's very similar (and probably the inspiration) to the motionbuilder ik but you are not restricted to a biped but can freely create rigs of any shape and number of bones. also, mirai's motion retargeting/mixing and ability to record…