Originally posted by andrius
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Well i started using that method too, but it soon became an issue. Sometimes if u merge a character with the biped included into a new scene, u can find some inestabilities that make max crash, and what´s even worse, the scene gets corrupt and u can´t open it any more... I don´t know the reason...However if u find the method is working for u, don´t forget to rename the biped names...if u dont do it, max will prompt u to rename all the bones for all the bipeds in the scene...I prefer to edit the animations on the biped in a separate scene and then convert them with the point cache...This way i don´t have to worry about biped stability issues and u get a lighter model. That´s important if u are using LOTS of characters to populate your scene.
Just a question, have u non-uniform scaled the biped bones before skinning? I have encountered some problems with that too. For some reason, skin only likes uniform scaled bones...
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