Ep.20 — Convert Tip · Weight→Seg Analysis · .fig
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Ep.19 Convert (FBX) covers the 8-step pipeline. This tip video is for when convert does not match expectations — start with pre-analysis.
Before convert, read Weight concentration and note Seg 1·2·3. Step 3 Mapping becomes much more accurate.
Walkthrough: leg → arm → Step 3 manual assignment → .fig + FBX import → build (example character used with customer permission).
What's covered
| Section | Content |
|---|---|
| Pre-analysis | Thigh / Calf / UpperArm / ForeArm Weight → Seg |
| Quality tip | Use Figure Mode .fig with FBX |
| Step 3 | Refine auto analysis · Skip/replace · temp Rename |
| After | Hierarchy · Skin save · Legacy · Import · Parent · Picker |
Related
Ep.19 Convert pipeline · Ep.1–3 Build/Figure · Ep.6 Skin · Ep.8 Picker · SkinLayer Studio for weight cleanup
1. Why Body and Twist matter
Game rigs are often Biped-based. Extra bones (skirts, accessories) are usually simple chains for spring later. Custom Maya-style skirts are more complex; Max game rigs keep Extra simple — so Convert success hinges on Body + Twist analysis.
- Body — Weight ↔ Seg mapping
- Twist — end-biased vs missing mid band
- Extra — leave unmatched bones; Parent later in Hierarchy
2. Pre-analysis method
Prefer Layers → Sort by Hierarchy and Weight view over Schematic alone.
| Observation | Seg note |
|---|---|
| Weight biased to root/start | Seg 1 |
| Mid weight band | Seg 2 |
| Twist / weight biased to end | Seg 3 (when using 3 twists) |
Reduced bone-count setups often mix Biped + Twist weights. Missing Seg 2 is OK for convert — fill later if needed.
Leg / arm patterns (video)
- Thigh end-biased → Seg 3; Calf Biped → Seg 1; Calf Twist end → Seg 3
- UpperArm Biped → Seg 3; Twist1 → 2; Twist2 → 3
- ForeArm Biped → 1; Twist ForeArm → 3; mid Seg 2 may be empty
- Knee often mirrors forearm: Biped 1, Twist 3
- Spine / Neck / Head need Seg placement for stretch/squash — focus the second analysis table
3. Better quality with .fig
From Figure Mode, save a .fig. Convert is FBX-based, but importing FBX + .fig gets closer to the original figure and raises convert quality.
- Save
.figin Figure Mode - Export skinned FBX (see Ep.19 prep)
- Step 1: import FBX +
.fig
4. Step 3 — manual Seg (critical)
After Analyze (video: Leg Link 3, Twist 3, no reverse leg), refine Mapping. Auto analysis helps but is imperfect — use your Weight notes.
- Search UpperArm / ForeArm / Thigh…
- Assign the matching Seg
- If occupied → Skip then Yes to replace
- This is a temporary Rename so Skinning lands on the intended Segs
Leave Extra bones without BipedPlus counterparts as-is.
5. After Step 4
Init Point → Hierarchy/Skin save → Legacy prefix → Step 7 Import → Parent extras → Skin load + cleanup temps → Picker / Scale / Stretching check.
Stretching note: 3 Segs (e.g. Thigh) arc cleanly; 2-bone joints may not. Rebalance weights afterward (SkinLayer Studio or stock Skin) once the convert base is solid.
6. Stuck?
Email / open chat / messenger: contact@otakusolutions.com · BipedPlus