Two years ago, I wrote a post about a maxscript I had written that constrains a humanoid rig to the 3D Studio Max’s biped. Recently, I’ve been working on a fighitng game prototype. I’m using animations from an asset package for this, and though the animations are very nice, there are sometimes things missing or I wish I could make certain tweaks. I said to myself, “I wish there was a way to record these animations so I could edit them more easily.”
I know you can import a .fbx file, the format of the aforementioned animations, into 3DS Max, but every frame is keyed and making edits is rather difficult. I could try and use animation layers, but if I want to apply the animation to a different character, this can’t really be done either.
So, remembering the script I wrote awhile ago, I figured I would try and make a version, so I could record animations. At the same time, one issue with the previous script was that when using it, it forced the original rig to rotate so it would fit the biped. This would cause this strange “bulging” in various areas that some users, including myself, didn’t care for.
Most of this is due to the fact that not all rigs are not perfectly aligned like the biped so when going from a rig’s t-pose to the biped’s, the rotation done to conform the rig to the biped results in some rotations that otherwise, the original rig wouldn’t utilize.
The New Script
This new version has a few changes compared to the original:
- The bone selection area has been separated into two columns for easier organization
- The addition of a lot of new features and buttons
- Quick Midpoint – creates a new midpoint between selected objects
- Quick Connector – creates a new bone that connects two selected objects
- Foot Angle Adjustment in Degrees: An angle, measured in degrees, used to more correctly size the created biped’s foot
- Turn Figure Mode Off: A toggle button that turns figure mode on and off
- Alignment Tools and Animation Recording, both of which will be explained later
How to Use
Preparing the Rig
So, like the original version, you start off by preparing the rig. You have to add make sure that all bones (besides the infamous bone #7) are assigned properly. This can be done using tools such as quick child.
Determining Foot Angle
One new value that should be assigned is Foot Angle Adjustment in Degrees. This value is used to determine how big to make the biped’s foot and when aligning the biped’s foot to the original rig’s, how much to rotate it back so it matches the original rig’s foot angle.
One way to determine this value is to go into rotation mode and the view coordinate system and select the original rig’s foot bone.
Here, my rotation values are -12.979, -0.169, and 172.337. The biped’s foot will always be rotated positively on its z axis, so for this rig, I would use 12.979 for this value. This can be a little trial and error unfortunately, but as long as this value isn’t changed after building the biped, the toes should stay aligned properly.
Building the Biped
Once all of the bones are assigned and the rig is validated, the biped can be built. You’ll notice that when doing so a “FAUX_RIG” is created as well as the creation of a bunch of dummy objects. These dummy objects are used to align the biped to your rig.
Aligning the Faux Rig
This, unfortunately, is probably the longest part of this new process. Using the Biped Alignment section, you set the index of the bone you want to edit. Then you click one of the rotate buttons. When time this button is clicked, it’ll realign the associated bone with the newly aligned faux dummy.
Fortunately, every time you do a rotation, it is recorded so you can save it out and reload it at a later time or for new rigs that are similarly oriented.
You can also check the alignment by clicking Align Bone or Align All. Also thighs, calves, upper arms, and fore arms do not need to be aligned since aligning the biped’s hands and feet will automatically align these better.
Another note is that you should stay in figure mode when aligning the first spine bone, the clavicles, neck, head, toes, and fingers. This is because, while in figure mode, these items are all oriented AND positioned. Once out of figure mode, they will not be moveable.
Additional Alignment Notes
If you are doing this from scratch, you should note that the clavicles are rather difficult to rotate while in figure mode. They translate to the proper position but will not align properly, but once out of figure mode, they will. Additionally, because of this, I suggest putting a slight bend in both the original rig’s elbow if possible. Even if the clavicles are off a bit, if the hands can reach the original rig’s, they and the fingers will line up properly. This is also useful to do at the knees so after positioning the hands and feet, the rig’s knees and elbows can be positions correctly. If they are too straight, these sometimes will rotate incorrectly.
Finishing the Rig
Once the rig is aligned properly and figure mode is exited, you can either create constraints, which will add orientation constraints and positions constraints to the original rig so they follow the biped OR record the character’s animation to the biped.
The Key Frame button will do just that, recording the pose of the original rig to the given frame. However, you can also record the entire animation. You can set an interval. An interval of 1 means it will records every frame. An interval of 2 means it will record every other frame, 3 every third, etc.
This process, unfortunately, is rather slow. A 100 frame animation can take almost 10 minutes if every frame is captured, but once finished, the biped’s new animation can be saved to a .bip file and applied or edited.
Final Notes and Areas of Improvement
This script, though usable, could probably use some improvements.
- Sometimes the script will crash like if you, for example, try to rotate a faux transform without building it first; thus, requiring the user to close the window and rerun the script. Having more error-catching would probably be useful.
- I think there is a memory leak somewhere; after using the script many times or opening and closing it several times, 3ds may sometimes crash when starting a new project.
- The alignment process takes awhile in general; I wish there was an easier way to automate this. Fortunately, I’ve created a file for Character Creator 3 rigs that should align the rig properly and quickly after being loaded.
- Recording animation can be slow.
- Adding rig automation would be nice so the nubs don’t need to be added manually
- Foot sizing and placement can still be rather troublesome
March 31, 2019 – Version 2.0.1
- Added new button to quickly create nubs for the head, fingers, and feet, since these are usually missing.
You can download the script here for free. If you use my script, credit would be nice but not necessary. Additionally, I would love to see what people do with it. Enjoy!