F4Biped animation rig


SUBMITTED BY: Alerand

DATE: Nov. 16, 2016, 9:11 p.m.

FORMAT: Text only

SIZE: 1.8 kB

HITS: 86018

  1. - F4Biped.max
  2. This is the main working file.
  3. Here skeleton bones from F4 linked to 3DMax Biped rig. This gives a simple operation for creating animation. Biped has an excellent opportunity to work with IK/FK animation arms and leg, own funds to work with clips and poses and finally import motion capture data. Built-in support twist bones on arms. When the likely expansion of the skeleton in the future (type as XPMS) bones will be added to the game skeleton without touching the control rig. File is also suitable for work with armor or clothes and their skinning, 6 bones replaced by point helper for complete symmetry "Skin" modifier. (Need increase symmetry threshold from 0.5 to 0.55)
  4. - F4BipedImport.max
  5. File to import *.fbx vanilla animations.
  6. - F4BipedCAT.max
  7. For some can be complicated use Biped. For 1st view animation particularly, because the main purpose of Biped is a motion capture and join to Motionbuilder. I did it for myself! :D
  8. That's rig for most inexperienced users based on system CAT.
  9. - F4BipedCATImport.max
  10. File to import *.fbx vanilla animations.
  11. - F4Biped.FBX
  12. The same file for Motionbuilder. Biped as base for control rig. Motionbuilder is an exelent tool for animation humans. The best choice for processing motion capture data. Since Havok Content Tools does not work with Motionbuilder, the animation need to export to the 3DMax or Maya.
  13. - F4Biped.ma
  14. The same file for Maya. This is a copy rig from Motionbuilder which in Maya called as HumanIK. Similar as with Biped here game skeleton linked to HumanIK rig.
  15. - F4Animation.hko
  16. Main preset for HavokContentTools
  17. - Fallout4Rig1st.txt
  18. - Fallout4Rig3rd.txt
  19. Bones list for skeleton settings in the HavokContentTools. For 3rd and 1st person view.
  20. - skeleton.hkx
  21. File for Havok 2 FBX Converter.

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