

If not go into the Utilities menu and Reset the Xform on the model for Max users, Freeze Transformations for Maya users.įor Max Users: You can begin by using 3ds Max's Skin modifier in place of the old physique for the skinning purposes. Before starting to skin the character it would be recommended that the character's local pivot is zeroed out at, and the model's scale is. Each one will provide supplemental information on the setup for each. You are now able to begin the skinning process of your character, the next part will be split into two sections between Max and Maya. This way if you accidentally lose the positioning, you can then load the old alignment.įor Maya Users: Another way to do this is to click "Shading" then enable "X Ray" or other various rendering options to better viewing.

After fitting a biped to a mesh in Figure mode, use Save on the Biped rollout to save a figure file (.fig).The alignment of the biped and the mesh can always be restored by turning on Figure mode, regardless of which motion file happens to be loaded.The head, toes, and fingertips should extend slightly beyond the mesh extents to fulfil the requirements of Physique.You can use the Page Up and Page Down keys to cycle through links in the biped skeleton.If you delete a any single part the entire biped will be deleted! Biped body parts cannot be removed, however unwanted parts can be hidden.This is an example of a model that was not created to fit the biped, the arm is longer than the biped arm, and no amount of joint rotations will fix this.This hand is perfectly aligned and fits to the proportions of the model.įor Max Users: Another way to do this is to turn on the built in X-Ray mode by pressing Alt+X. You can lower the transparency of the material so that you can better see the bones inside the character to check proportions. In Maya you will have you jointed skeleton, then parented on that will by the phys mesh and next to it will be the copied phys mesh but with the parent frames. As stated above, do not worry if the character is not in the same pose as the biped. Now, you will be lining the biped up with the character that you have been given. Next, rotate the biped joints to fit the character.

With a part of the biped selected, then click to enter Figure Mode, which is located under the rollout.Click the motion tab on the Command Menu.You will now enter figure mode to align the biped with the character that you are going to rig.

Import the default biped into your character's scene. If your character does not have a biped skeleton ( it should have one that is posed and aligned already at this point). The object may or may not be one single mesh, with no unattached pieces, and likely a head. The arms are in a default position and the object should be frozen. In the above left you see the kind of object you will be receiving from a modeler. The joint orientations must be aligned as described:Įyes: Y= forward, z= along vertical axis Fitting the Rig to a Character If you will want to utilize the CryENGINE's integrated IK system it is important to keep in mind the joint orientations must be setup the same way and naming of the joints as well as defined in your chrparams file.įor Maya Users: Also be sure that you work with -Z as your front view as this is the front in-engine. Read over the Character Rigging Guidelines, these are a set of rules to follow when exporting characters to CryENGINE, it is especially important to read and understand this when creating non-human characters and new rigs. When a modeler creates a character, they use this rig to match all their proportions, and the biped should be included and the figure posed in the file. When you receive a humanoid model that you will need to rig, you will first need to fit a biped skeleton to it. This page will be going over general techniques and workflows riggers go through to setup a decent character rig through 3ds Max and Maya.
