Animcraft has some infrastructure of converting FBX to the rigged Maya character. You can use the skeleton mapping window to establish the relationship between FBX bones and the rigging system template so that it will be easy to generate a new rig from the mapped FBX. :::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. :::

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    This part introduces some menu items of rig converter, if you want to know the detailed steps of converting the FBX to the rig, please continue to read the next chapter.

    Mapping Bones
    Mapping the FBX bones in Skeleton Mapping Window. See more detail on the next chapter.

    Load, Save and Delete the Templates
    Using templates, you can skip mapping the same type of character.

    Resume to Bind Pose
    Rotate all bones to the original pose when it was skinned.

    Resume to T-Pose
    With the mapping data and an algorithm, it can resume the FBX to the T-Pose, so that it will be better pose to create rig.

    Copy Animation
    Copy animation from original FBX to the newly created rig.

    Copy Skin
    Copy the selected geometries and skin them onto the newly created rig, and then copy skin weight.

    Build AdvancedSkeleton
    Let’s generate an Advanced Skeleton rig with the prepared data.

    Drive Original Skeleton
    Setup constraints, allow the newly created rig to control the original FBX.

    Disconnect Original Skeleton
    Cancel the FBX constrains from the newly created rig.