BipedPlus

Ep.19 — BipedPlus Convert (FBX)

Download Markdown Download with Images

Convert (FBX) Step 1 — Import

Overview

BipedPlus Convert (FBX) is an 8-step pipeline that brings an existing skinned rig into BipedPlus Skin_* naming and hierarchy.
The
Skin tab only recognizes rigs built inside BipedPlus**; foreign rigs will not appear there until you convert.

Requires a verified Basic license (Player, Trial, and unverified accounts are blocked).

Preparation

  1. Unfreeze All in the scene before export.
  2. Prefer exporting Skinned Mesh + Bone Tree only (minimal set reduces surprises).
  3. Match Step 1 UI export settings: Export Skin On · Animation Off · Centimeters · Y-up; no full Biped, helpers, or controllers.
  4. FBX drops controls and live Biped links but keeps the engine baseline (bones, meshes, morphs) easy to analyze.

Open

EditEdit_UtilsBipedPlus Convert (FBX)

Why FBX

Your original twist, skirt, or custom hierarchy is unknown, but engine-style FBX (bone tree + skinned meshes + morphs) is a simple shared baseline—easier to analyze than a live full Biped rig.

Steps 1–8 (UI order)

Step Role
1 Import Skinned FBX; confirm Yes on new-session warning
2 Analyze Mesh/morph/height/spine·neck·leg counts; Unparent meshes stuck under bones
3 Mapping Rename to Skin_*; Second Analysis for twist count; Confirm (optional: twist 3 with Double Knee link-3)
4 World Matrix Init Snap for Figure/IK; store detected custom bone hierarchies
5 Hierarchy After build, reparent custom bones onto new Skin hierarchy (demo runs this after step 7)
6 Save Skin Persist mapped skin data; Legacy prefix on old bones (mesh/morph names unchanged)
7 Build + Snap Apply link counts; optional Double Knee / Unreal; BuildSnap Init Control from Snapshot
8 Weights + Place Load skinning (may take minutes); place morpher → System Group, mesh → Modeling Group

Cleanup & after

  • Intermediate files land in the user folder—delete manually when done; remove Legacy bones.
  • Resize biped display, test pose/reset, Double Knee, squash & stretch.

Full vs Partial

Shipping now: Full Version Converting (heavy rename; may clash with engine animation bone names). Partial Converting (keep more original naming, use BipedPlus animation tools) is planned later.

Related

Ep.20 Convert Tip (Weight→Seg · .fig) · Ep.1 · Ep.5–7 · Ep.16–18 · B.1–B.3

Need more help?

Contact Support