best to mention this now, in case youre new to this: if you have too many or too few bones added onto the new skin modifier before you use import skin data from mesh, your new skinning info wont workout another way you can do this is match up all of your bones like he showed in this video and select the ORIGINAL skin modifier, SAVE the skinning info by clicking SAVE under Advanced Parametres, and then removing the original bones from the list, add the new ones, and then LOAD skinning data from advanced parametres. (again, make sure you have the exact same bones added. you can use a "move up, and move down" feature in the incoming skinning info list to keep your bone info organized to see if you have all the bones added that you need. your new bones are on the left of the list, and your incoming data is on the right side.)
Not working for me. I have all axis, for both position and rotation and both pivot points, selected but then when I press align on the ankle the foot shoots off at 90 degrees. The other bones seem to align okay. Why isn't the ankle following the bone? Any suggestions greatly appreciated.
Milos you my boy, whenever I got into a problem and solution is not anywhere even on the help desk forums. Then, I just entered Milos after my search and that bring me here.😀❤❤❤
Great stuff, cheers. But how do you fix the orientation offset between Cat bones and Fbx bones? Seems the local axis don't match for me. Started with the foot plant and up to the ankle and the ankle points side ways, same for the lower leg and so on. Cheers.
Hello! I know this is very late, but if you have any input it would be greatly appreciated. I followed the instructions on this video, and had a couple problems -- 1. Aligning the catrig bones with the fbx bones produced very incorrect results. CAT bones stretched, not even pointing the same way, only worked if I aligned things on the z rotation axis (still required a lot more work than this video) 2. after lining things up by hand, and transferring the skin to the rig, none of the bones moved properly. I did this to a FPS rig, and none of the fingers bent properly anymore, rendering it useless to me. Any ideas??
Thanks for the cat milos. I wanna ask how if i want to add bones after skinning?is there any tips to prevent unwanted deform?i’ve tried with turn off skin, disable deform and setup mode then add bones, but the new bones added dissapeared when in animation mode and i’m stuck
In the "Capture Animation" window, the tail bones are always missing. I have tried it with manually added tail, and I have used a predefined CATrig like "Gnou" (which also comes with a tail). Every bone of the CATrig is shown in the "Capture Animation" window, but "tail" bones are never shown. Why is that so? Thank you!
Ooooh I Didn't knew that tool in the Utilities. Thanks, your tutorials are always great When are you planning to do the tutorial for face rig in CAT? Since I watched your "why use CAT" video I was always curious to see how is done
Great tutorial! Thank you! I have two questions I hope you could help me with. What if i need to keep the original bones for reimport in a game? And can a CAT rig work together with existing FK keyframe animations of the original rig? Don’t find much information on these topics so I hope you can point me in the right direction.
6 лет назад
You can keep the original bones by relinking all of them to the new CAT bones. That way you animate with CAT bones but export the original bones.Transferring animation from .fbx onto a CAT rig is a bit more complicated that just recreating a rig. I don't have a tutorial for this yet, but will do one in some time. It's similar to what this guy does here in this tutorial: ruclips.net/video/BGtUBwWaZ8s/видео.html
to transfer animation you just need to have reference skeleton and CATrig to grab this animation (identical hierarchy and bone names help a lot) and then press "animation->CAT->Capture animation -> follow 3 buttons menu
Thanks for all the tutorials, they helped me alooot (which is even an understatement) :) Could you maybe also do tutorial where you explain how to export the for example the dummy character from unreal -> create a CAT rig -> and then show how to link the exported bones to the cat rig? So you can keep the base dummy skeleton in unreal but can animate it via CAT. This is something i always wanted to know, but somehow was not able to find a tutorial on how to do te linking. Thanks for all the work you put in to the tutorials, realy helpfull and appreciated.
you don't need to link exported UE skeleton to CATrig, just make sure that hierarchy and bone names match, do your animatons on CATrig and then just export CATrig straight to FBX, and in UE import it as animation for UE skeleton
best to mention this now, in case youre new to this:
if you have too many or too few bones added onto the new skin modifier before you use import skin data from mesh, your new skinning info wont workout
another way you can do this is match up all of your bones like he showed in this video and select the ORIGINAL skin modifier, SAVE the skinning info by clicking SAVE under Advanced Parametres, and then removing the original bones from the list, add the new ones, and then LOAD skinning data from advanced parametres. (again, make sure you have the exact same bones added. you can use a "move up, and move down" feature in the incoming skinning info list to keep your bone info organized to see if you have all the bones added that you need. your new bones are on the left of the list, and your incoming data is on the right side.)
Not working for me. I have all axis, for both position and rotation and both pivot points, selected but then when I press align on the ankle the foot shoots off at 90 degrees. The other bones seem to align okay. Why isn't the ankle following the bone? Any suggestions greatly appreciated.
Massive timesaver! Thank a ton, dude!
This is a very underrated channel !!
You are the best !!!
Milos you my boy, whenever I got into a problem and solution is not anywhere even on the help desk forums. Then, I just entered Milos after my search and that bring me here.😀❤❤❤
Po mesiacoch, čo som nemala otvorené Maxko, mi toto veľmi pomohlo sa naštartovať, ďakujem!🙂
Wow I never knew you could do this. Thank you for your awesome tutorials
Thank you for all these videos.
i'm using CAT for all of my Kids Music videos.
whoooaaaaaaa, thanks dude, its helped for me ;)
Great stuff, cheers. But how do you fix the orientation offset between Cat bones and Fbx bones? Seems the local axis don't match for me. Started with the foot plant and up to the ankle and the ankle points side ways, same for the lower leg and so on. Cheers.
You should have a million subs
Very nice, great content Milos.
maaan, I love you for that video! Thank you!
Thank you and have a great day.
Awesome video!!
Thanks for your videos! A lot of necessary information
how impressive!!~ you're totally god of 3DS MAX.
Nice job Milos
Wow! Thanks very very much! I wanted this!
that actually helped me out! thank for this video!
your channel is a lifesaver. Thank you!
Awsome as allways:D this is gold for making animal animated to have in unity game :D i love your Deer/raindeer :D
is there way to turn FBX animation to Biped animation please help me out sir.
Thank you for sharing this
Awesome video, as always :D
Thanks a lot. Its extremely usefull!
Great explanation!
What a godsend! Thank you so so much for this! Much love and respect!
Hello! I know this is very late, but if you have any input it would be greatly appreciated. I followed the instructions on this video, and had a couple problems --
1. Aligning the catrig bones with the fbx bones produced very incorrect results. CAT bones stretched, not even pointing the same way, only worked if I aligned things on the z rotation axis (still required a lot more work than this video)
2. after lining things up by hand, and transferring the skin to the rig, none of the bones moved properly. I did this to a FPS rig, and none of the fingers bent properly anymore, rendering it useless to me.
Any ideas??
Thanks for the cat milos. I wanna ask how if i want to add bones after skinning?is there any tips to prevent unwanted deform?i’ve tried with turn off skin, disable deform and setup mode then add bones, but the new bones added dissapeared when in animation mode and i’m stuck
In the "Capture Animation" window, the tail bones are always missing. I have tried it with manually added tail, and I have used a predefined CATrig like "Gnou" (which also comes with a tail). Every bone of the CATrig is shown in the "Capture Animation" window, but "tail" bones are never shown. Why is that so? Thank you!
Thanks a lot man! You're awesome!
Wow Thank you.
Ooooh I Didn't knew that tool in the Utilities. Thanks, your tutorials are always great
When are you planning to do the tutorial for face rig in CAT? Since I watched your "why use CAT" video I was always curious to see how is done
Skin - Advanced parameters - Save \ Load .
I think it more ez then utilities tools
Always Awesome .. Keep On Going Mister Cerny .. We'll Keep Supporting YOU ♥
how do you swtich between ik and fk though? i can't align my bones properly
thx. this is what exactly i search for
Great tutorial, very powerfull
Really helpful, thank you!
thhank you so my
freind
p.Černý - prosím ako sa s vami kontaktujem - potreboval by som niečo poradiť ohľadom animácie v 3dmax - ďakujem
Great tutorial! Thank you!
I have two questions I hope you could help me with. What if i need to keep the original bones for reimport in a game? And can a CAT rig work together with existing FK keyframe animations of the original rig?
Don’t find much information on these topics so I hope you can point me in the right direction.
You can keep the original bones by relinking all of them to the new CAT bones. That way you animate with CAT bones but export the original bones.Transferring animation from .fbx onto a CAT rig is a bit more complicated that just recreating a rig. I don't have a tutorial for this yet, but will do one in some time.
It's similar to what this guy does here in this tutorial: ruclips.net/video/BGtUBwWaZ8s/видео.html
Miloš Černý Animation thank you so much for the quick reply! That’s exactly what I was looking for :)
to transfer animation you just need to have reference skeleton and CATrig to grab this animation (identical hierarchy and bone names help a lot) and then press "animation->CAT->Capture animation -> follow 3 buttons menu
Thanks for all the tutorials, they helped me alooot (which is even an understatement) :)
Could you maybe also do tutorial where you explain how to export the for example the dummy character from unreal -> create a CAT rig -> and then show how to link the exported bones to the cat rig? So you can keep the base dummy skeleton in unreal but can animate it via CAT. This is something i always wanted to know, but somehow was not able to find a tutorial on how to do te linking.
Thanks for all the work you put in to the tutorials, realy helpfull and appreciated.
you don't need to link exported UE skeleton to CATrig, just make sure that hierarchy and bone names match, do your animatons on CATrig and then just export CATrig straight to FBX, and in UE import it as animation for UE skeleton
Thanks a lot for work!
You are the best
Awesome!
Thak you dude. Great job.
nice, thanks
at 6:26 i laughed so hard in the office.....damn that was funny
Díky!! :)
If You could do us a Face Rig tutorial using CAT .. that would be AWESOME !!
Finally I did one :) ruclips.net/video/cOquYIHBGj4/видео.html Hope it helps.
Thx a lot~!
after 4 years ...here's an idea. instead of transferring the skin just link the bones to the cat rig after the alignment and done
MAAAN! You are golden! Thank you!
it's skilled
This method is terrible
You have some better/faster method?
@@SanyaBane nope. Just re-rigg character in maya
this is great ,thanks alot
Thank you!!