Thank you very much! I think I got the solution as well for the Biped in Max, works the same way, but you need to check the "keep the offset" option when constraining the root bone position. Otherwise, the new root bone will go to the Biped's root bone that is located at the pelvis.
Perfect tutorial as usual but it's so demotivating to have finally finish rigging a character to then have to essentially rig it a second time. I might try learning rigging in Blender instead.
interesting, but I found another way more simple, just export as it the CAT without the root as FBX, later on import the FBX it in a new max scene, add the root bone, linked it, be sure you use the same bone in all the animations (name), export it as a FBX again and is done. it worked in unreal.
Please can you give more info on this / more detailed explanation. You mean export just the animation data, or the whole mesh? Why do you need to reimport it into a new max scene? When you do, it doesn't import as CAT rig, it converts all the bones to dummies, do you create a brand new bone from nowhere as root bone? How exactly do you do it? A response would be vastly appreciated if this is possible. Thank you!
I am not a professional, but i think there is a difference between just having a "static" Root bone, and Root bone that is meant for root motion. When you press Motion Extraction Node button you get proper Root Bone(even though this system does not work properly in Max). This bone is not just on top of hierarchy but also have translated position values from Pelvis bone (except up and down motion that is still stored in pelvis). So basically, with root motion, during animation you want your Root to always stay on the ground, directly below pelvis, but also to be the one bone that moves character (instead of pelvis). This way animations will play from the root and always be perfect, no matter where characters stands, which side he is looking or when you blend different animation. In this video i dont understand what you are going to do with root bone? is it just static bone that never moves or do you somehow translate values from pelvis? I appreciate the effort for sharing free CAT tutorials and watched all your videos.
Or you can just create a regular max point helper an parent everything to that? I've been doing that. Since it's not a part of the CAT, it couldn't care less being parented to it, so no motion layer bugs. You don't need to move the root bone pretty much ever, anyway.
It seems like it works for me in the unreal engine. So easy solution that I feel like it wrong somehow. But it works! Thanks)
4 роки тому+2
Yes, this works for the rig. However there might be a lot of animations that are animated in space where you actually need to manually animate the root bone to be in the precise place. To match the starting and ending pose of the animation for example, or for blends between animations to work correctly. For this it's much better to have the root bone as an CAT bone so it can be animated together with rest of the bones inside the layer system.
@ Hey Milos! I've got it, man. Thanks for the explanation. I think your examples a bit too complex for usual game dev cases. In my case, I already did all animations, and all I was needed to just get this root bone as a zero point of a character to apply forces to move, jump, and so on. But it good to have more deep knowledge anyway. Thanks for all your tutorials!
@@andresfelipehernandezospin5261 Just create a point helper and link the pelvis and limb end IK platforms to it. Now you can do anything with it, except scaling.
Hi Milos, I love your video and frequently point students to them. I am just curious what issues you have with CATS motion extraction bone. Works all the time for me taking it from max to unreal or anywhere else.
1. Export CAT to fbx 2. Import fbx- !!! TADAM !!! CAT bones convert to regular bones. 3. Add helper- link Pelvis to helper, export to fbx (make shore to check "Bone On" for all bones & helper in Bone Tools menu). 4. DONE.
So I followed the video but then when I go and add an animation layer to the CAT RIg the whole thing breaks. Did I do something wrong or am I missing something?
Maybe i say stupid thing, but what about "motion extraction node"? Why not use this feature? Maybe it was covered in previous videos, but i dont remember, sorry
I have a doubt what is the function of the first bone "CatRigRoot". Is it to animate the general displacement of the character? and thus transfer your information to the "Root" bone?
I hope really that Autodesk start to work on CAT 2.0 Because the current Cat is very shameful... Instabile, limited, full of bugs and crashes, and it lacks all modern animation management tools. Miloš thank you for the effort that you put into it but it is all too obvious that the current CAT is not recommended for production due to the too many problems it brings with it.
I think we all agreed that we need a script for doing this automatically...
Please, guys, don't forget to go to the Autodesk page and vote for the CAT 2.0 update, link is in the description
You invest in you videos so much! it is beautiful!
Thank you very much! I think I got the solution as well for the Biped in Max, works the same way, but you need to check the "keep the offset" option when constraining the root bone position. Otherwise, the new root bone will go to the Biped's root bone that is located at the pelvis.
Perfect tutorial as usual but it's so demotivating to have finally finish rigging a character to then have to essentially rig it a second time. I might try learning rigging in Blender instead.
interesting, but I found another way more simple, just export as it the CAT without the root as FBX, later on import the FBX it in a new max scene, add the root bone, linked it, be sure you use the same bone in all the animations (name), export it as a FBX again and is done. it worked in unreal.
Interesting. That's similar to baking it as in his first "root bone" video.
Please can you give more info on this / more detailed explanation. You mean export just the animation data, or the whole mesh? Why do you need to reimport it into a new max scene? When you do, it doesn't import as CAT rig, it converts all the bones to dummies, do you create a brand new bone from nowhere as root bone? How exactly do you do it? A response would be vastly appreciated if this is possible. Thank you!
Is there any problem if I link the Pelvis to the CAT Parent? I exported the rig & animation this way and it works fine in Unreal Engine.
it created problems when you load poses or try to use procedural animations, he showed this in his "fast" video of making root bone
I am not a professional, but i think there is a difference between just having a "static" Root bone, and Root bone that is meant for root motion.
When you press Motion Extraction Node button you get proper Root Bone(even though this system does not work properly in Max). This bone is not just on top of hierarchy but also have translated position values from Pelvis bone (except up and down motion that is still stored in pelvis).
So basically, with root motion, during animation you want your Root to always stay on the ground, directly below pelvis, but also to be the one bone that moves character (instead of pelvis). This way animations will play from the root and always be perfect, no matter where characters stands, which side he is looking or when you blend different animation.
In this video i dont understand what you are going to do with root bone? is it just static bone that never moves or do you somehow translate values from pelvis?
I appreciate the effort for sharing free CAT tutorials and watched all your videos.
Or you can just create a regular max point helper an parent everything to that? I've been doing that. Since it's not a part of the CAT, it couldn't care less being parented to it, so no motion layer bugs. You don't need to move the root bone pretty much ever, anyway.
It seems like it works for me in the unreal engine. So easy solution that I feel like it wrong somehow. But it works! Thanks)
Yes, this works for the rig. However there might be a lot of animations that are animated in space where you actually need to manually animate the root bone to be in the precise place. To match the starting and ending pose of the animation for example, or for blends between animations to work correctly.
For this it's much better to have the root bone as an CAT bone so it can be animated together with rest of the bones inside the layer system.
@ Hey Milos! I've got it, man. Thanks for the explanation. I think your examples a bit too complex for usual game dev cases. In my case, I already did all animations, and all I was needed to just get this root bone as a zero point of a character to apply forces to move, jump, and so on. But it good to have more deep knowledge anyway. Thanks for all your tutorials!
Hi, what do you mean about parent everything to that? that wont break the whole hierarchy? Could you elaborate a bit please ? Thanks! :)
@@andresfelipehernandezospin5261 Just create a point helper and link the pelvis and limb end IK platforms to it. Now you can do anything with it, except scaling.
Hi Milos, I love your video and frequently point students to them. I am just curious what issues you have with CATS motion extraction bone. Works all the time for me taking it from max to unreal or anywhere else.
You also know there is a convert to bones function right ?
1. Export CAT to fbx
2. Import fbx- !!! TADAM !!! CAT bones convert to regular bones.
3. Add helper- link Pelvis to helper, export to fbx (make shore to check "Bone On" for all bones & helper in Bone Tools menu).
4. DONE.
Thanks for making this milo.
Someone needs to tell this man about the renaming tool
Use the extraction bone - its quite simple guys :)
Nice! Can´t someone write a script for the process?
hahaha! is better find another autorigger!
So I followed the video but then when I go and add an animation layer to the CAT RIg the whole thing breaks. Did I do something wrong or am I missing something?
Maybe i say stupid thing, but what about "motion extraction node"? Why not use this feature? Maybe it was covered in previous videos, but i dont remember, sorry
Thanks a lot!
awesome video, Milos!
Couldn't this all be turned into a script?
9:30 we need to reskin the mesh to the max skeleton?
Edit: Hehe, called it. But your method is soooo much better than how I would have done it!
Excellent vid 🏆 ! Thank You Miloš 🙂 !
Thankyou brother for this ❤️
Do you have a solution to fix ball of the foot bug in CAT? As it's not working, and the adjustable pivot slides like it's not supposed to.
I have a doubt what is the function of the first bone "CatRigRoot". Is it to animate the general displacement of the character? and thus transfer your information to the "Root" bone?
Worth tn sub😁
How can i download cat plugin
Awsome!!!
Have you tried exporting cat to blender? Might be an idea for a tutorial, I’m sure there’s a lot of max/ blender users around
I don't understand why you have bones and cat at the same time
I hope really that Autodesk start to work on CAT 2.0 Because the current Cat is very shameful... Instabile, limited, full of bugs and crashes, and it lacks all modern animation management tools. Miloš thank you for the effort that you put into it but it is all too obvious that the current CAT is not recommended for production due to the too many problems it brings with it.
Because of things like this Max is doomed
Yes, just like capitalism it's going to fall any second now. Aaaaany seeecond...
the root extraction node is fine if you know how to use. These steps are un needed