This chapter introduces how to map the skeleton in 3ds Max using Mapping Window. 3DMAX.3.MAPPING详细操作.mp4 (21.86MB)Mapping 3ds Max Skeleton

Manual Mapping Instructions

  • Select the bone need to map in the viewport, then right-click the corresponding bone marker in the mapping window, click Map to establish the mapping relationship between the bone and marker (or Unmap to cancel the mapping).
  • The body bones are primary ones that must be mapped. Map fingers, toes and accessories to get more details when transfer animations
  • You can click-and-drag select all the markers in the mapping window and right-click and select Unmap to cancel all mapping data.
  • After mapping, you can save the mapping result as a template, then, the system will automatically seek and apply the mapping information if next time you’re mapping the same type of character.

Auto-load Mapping Data from Template
Animcraft will automatically seek the fittest template from the folder
/Documents/animcraft/3dsmax/template and apply it to the current character. This step can reduce the repeated work time when you’re working on the same type of rig which previously you mapped.

:::tips Note
There is circle on the left upper corner, when it’s in red color, it means you need to map the character, green color means it’s ready for importing and exporting animation, and you can proceed. :::

:::danger Notice
If the FBX is originated from 3ds Max,

  1. DO NOT map the Footsteps bone.
  2. Map both root bone and pelvis bone to the root maker in the mapping window.

image.png
The same princeple, please dont mapping the foot root (left picture above), just start to map from the pelvis(right picture above) :::

Important Mapping Principles in 3ds Max

3dx Max Biped bone has some special configurations, so when you’re mapping your character in 3ds Max, the main principles are:

  1. Map the bone to the marker one-by-one consecutively with the order, and do not refer to the physical position of bones.
  2. Suppose you’re facing the character, so the mapping window is always inversing left and right in all body, finger and toe tabs.

Mapping Body
Map leg one-by-one from top to the bottom consecutively.
image.png

Mapping Torso
Map torso from the root and up one-by-one to the top consecutively.
image.png

Mapping Neck and Head
The same as above, consecutively map each part, do not skip or refer the physical position:
image.png

Mapping Fingers
No matter which finger is and which segment is in a finger, just follow the principle one-by-one consecutively mapping. Notice the dashed arrow too.
image.png

Mapping Toes
The same as the finger, no matter which toe is and which segment is in a toe, just follow the principle one-by-one consecutively mapping. Notice the dashed arrow too.
image.png

Mapping Accessories
Sometimes there are some accessories on the character such as cloth, hair, weapon, etc. You can map them too if you want to transfer the animation and skin weight of them.
When mapping the accessories, you can only map the root bone of it. And when the FBX was converted to Biped, the accessories will become the 3ds Max Bones chain.
image.png

Mapping Secondary Bones
If your FBX has more than one bone on the arm and leg, it means there are secondary bones. They’re used for deforming geometries in more detail when animation.
You can map them in the mapping window. And when you convert FBX to Biped, these secondary bones will be created in a new Biped rig and the animation can be copied too.
Check on the Secondary Skeleton on the right upper corner, the markers stand for secondary bones will be shown in the mapping window.image.png
Body Secondary Bone Mapping