BipedPlus

Ep.20 — Convert Tip · Weight→Seg Analysis · .fig

Download Markdown

Overview

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.

  1. Body — Weight ↔ Seg mapping
  2. Twist — end-biased vs missing mid band
  3. 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.

  1. Save .fig in Figure Mode
  2. Export skinned FBX (see Ep.19 prep)
  3. 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.

  1. Search UpperArm / ForeArm / Thigh…
  2. Assign the matching Seg
  3. If occupied → Skip then Yes to replace
  4. 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

Need more help?

Contact Support