Hi, is there any way to get animation data from FBX bones (AccuRig) to Biped? CC Auto setup allows you to easily convert a rig to a Biped or CAT rig, however, the animation data is lost and the model remains in the basic T-pose and then only allows posing.
I don’t know if I’m doing something wrong…
I would like to somehow transfer the animation itself. Is there any possibility? For example, some script that would copy the animation data from FBX bones to Biped bones? Thank you
Hi…
Have you followed the tutorial HERE?
From 6:48 in the video it explains how to import motions using Auto-Setup.
Hello Pete_RL, Thank for your response
I saw this video, but in this video it is about the update of FBX bone rig animation, not Biped bone animation.
I will try to explain better what I mean…
In CC Auto Setup for 3ds Max there is an option to convert FBX rig to Biped, it works but as soon as I activate it the imported animation is lost, I can only do poses with Biped Rig, or just animate manually again.
- I import the FBX animation with the model (output from AccuRig) into 3DsMax
- I select the objects of my avatar and activate the Biped Rig
(the rig will be changed to Biped but I will lose all previous animation keys, the avatar will then only pose or animate manually again)
- I go to the import tab and reimport the Character FBX file, JSON file with “Update animation”
- The functional animation contained in the original FBX is imported again but the Biped Rig is disconnected, without animation keys only in T-pose.
Is there a mystake in my worfklow? How do I get the animation on the Biped Rig, is it possible?
Or is it some bug in my CC Auto Setup installation (3ds Max 2025)?
It is necessary to note that CC Auto Setup gets stuck on the Compiling Materials window (Arnold render/physical materials) when importing FBX and JSON and I have to manually close this window.
Hello Sectoid, have you managed to make this work?
Unfortunately, I ended up doing it through Unreal and this script Unreal to biped script.