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Biped to Maya rigged char.
show user profile  Tbone08
I got a Biped animation I need to dump on a rigged character in Maya...
so, how do I do so ?

read 436 times
12/11/2016 6:08:12 PM (last edit: 12/11/2016 7:06:18 PM)
show user profile  9krausec
Does the .BIP import into Maya correctly?

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read 423 times
12/11/2016 7:20:50 PM (last edit: 12/11/2016 7:20:50 PM)
show user profile  herfst1
I still don't understand why you persist with biped. Anyway... I haven't heard of a successful import from max to maya regarding rigs. If that .Bip works (like Krause suggested) that'll be news to me.
read 402 times
12/12/2016 10:01:55 AM (last edit: 12/12/2016 10:01:55 AM)
show user profile  9krausec
My memory is fuzzy, but I THINK I imported a .BIP of MoCap data into Maya a year or so ago... Or I imported it into 3ds and exported that as an FBX... Can't recall.

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read 397 times
12/12/2016 5:34:37 PM (last edit: 12/12/2016 5:34:37 PM)
show user profile  Tbone08
I got a BVH mocap file to cleanup in Max. Biped works great as it has fk/ik.
so I wanted to use it to cleanup, then dump onto the maya character.
I can save an fbx, but I dont think I can upload its anim on the maya char ?!
read 377 times
12/14/2016 8:51:39 PM (last edit: 12/14/2016 8:51:39 PM)
show user profile  9krausec
I wouldn't this so either!

Maybe try parent constraining the controllers of the maya char to points that make sense in the moCap data (or just copy keys over manually and adjust appropriately which might be painful).

That's just how I would long hand it, but there probably is a better way. Let us know!

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read 374 times
12/14/2016 9:05:15 PM (last edit: 12/14/2016 9:05:15 PM)
show user profile  digs
use human ik in maya and its pretty simple

when you set up human ik re targeting its in t-pose - you just need to make frame 1 of your imported skeleton t pose also
read 367 times
12/14/2016 10:54:22 PM (last edit: 12/14/2016 10:59:08 PM)
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