# Ep.19 — BipedPlus Convert (FBX)

https://youtu.be/_GIZ9EWfJj4

![Convert (FBX) Step 1 — Import](image.png)

## 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

**Edit** → **Edit_Utils** → **BipedPlus 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**; **Build** → **Snap 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