You can convert a 3ds Max CAT bipedal character into a Maya compatible HumanIK character. This compatibility lets you transfer your character structure, definition, and animation from 3ds Max into an FK representation on a HumanIK skeleton in Maya. Any changes or new animation that you create in Maya can be updated on your original CAT character in 3ds Max. You can then continue to animate in the context of your 3ds Max scene.
To send a CAT character to Maya
Selecting one element of your character will send the entire character to Maya.
Maya opens and loads your CAT character as an HumanIK character with a valid skeleton definition. Any animation that you transferred from 3ds Max is baked on to your character's HumanIK skeleton and/or simple joints.
To use a HumanIK Control rig, open the Character Controls window (Skeleton > HumanIK or Window > Animation Editors > HumanIK) and ensure that your character's name displays in the Character menu.
Select Control Rig from the Source menu. If your character does not have a Control rig, selecting this option automatically creates a new rig.
To retarget animation from another HumanIK source, assign the other HumanIK character as the Source to your CAT character.
To update animation on your CAT character in 3ds Max
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