This section introduces how to convert an FBX to Maya Rig. :::tips Notes
    Here in this sample it is using the Advanced Skeleton(abbr. AS) free edition. You can proceed these steps with Advanced Skeleton installed. :::

    MAYA.4.纯骨骼专制成ASS绑定.mp4 (10.22MB)Convert FBX to Maya rig

    Instructions**

    1. Open an FBX character
    2. Select any joint of the character, and click Animcraft > Skeleton Mapping Editor to open the FBX to rig converter window.
    3. If this character type was mapped, it will load the template and display the colorful mapping information in the mapping window, otherwise, you need to manually map this character using skeleton mode.
      1. Select any joint of the character, and open Animcraft > Skeleton Mapping Editor to open the FBX to rig converter window.
      2. Mapping your character and make sure all primary joints have been mapped.
      3. Click T-Pose/Bind Pose to resume your character to T-Pose.
    4. In the FitSkeletons menu, select the rig type and click Import.
    5. After importing FitSkeletons, Click Build AdvancedSkeleton to generate a new AS rig, it will automatically match the joint position based on your mapping data.

    6. Select the geometries you want to transfer to the new rig, and click Copy Skin. The geometries you selected will be copied with skinning on the same joints, the skin weights will be copied from original geometries to the new ones.

    7. If your FBX has animation on it, you can click Copy Anim to transfer the FBX animation to the rigged character.
    8. Also, the newly generated rig can constrain the original FBX and drive it. Click the Drive Original Skeletons to achieve this. Then the original FBX can be controlled by the controllers of newly created rig.

    Document Upgrade Pending
    Reason: there isn’t mapping process video tutorial and auxiuarlly parts mapping.