Discussion and Support for the OptiTrack, SmartNav and TrackIR brands by NaturalPoint

Skeleton in CAT 3DS MAX

by msc » Tue Jul 11, 2017 3:56 pm

Hi all,

We are working with our in-house game engine, and currently it only supports skeletons created with CAT in 3DS Max. We're exporting the animation of Motive: Body into .fbx, however we get a skeleton made by dummies.

Two questions:

-Is there an Motive skeleton in CAT available for download?
-Can the .fbx animation be imported to a CAT skeleton.

The plan is to visualize in real time the skeleton inside the engine using NatNet.

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by steven.andrews » Thu Jul 13, 2017 9:15 am

Hello msc,

Thank you for reaching out to the community regarding your questions.

I am not familiar with 3DS Max and the CAT skeleton, nor how it differs from other skeletons. The skeleton data that is streamed out of Motive and received by NatNet is simple segment position and orientation; it is not specific to any type of skeleton but will represent the hierarchy shown on the Motive skeleton.
All that would need to be done in your custom application is to somehow apply the position and orientation data to the corresponding bones in your skeleton, as it is received in realtime. If the CAT skeleton somehow changes this process we cannot speak for this.

If you are not familiar with NatNet, you may want to read through the information in our documentation. This may help to better understand what is avaialble in the data stream, and how you would go about using it.

As for the FBX Binary files, these contain Bone nodes, again, representing the skeleton hierarchy shown in Motive. This hierarchy cannot be changed, though applications such as MotionBuilder provide the tools for retargeting from one skeleton to another. I am not certain how Max usually deals with these skeletons.

Steven Andrews
OptiTrack | Senior Customer Support Engineer
NaturalPoint Employee
NaturalPoint Employee
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