Wings 3D + CharacterFX Page 1
Wings3D-CharacterFX Workflow (Aug 2004)
Step 1: Exporting/Importing the Mesh
Open CFX. File > Import ... your 3DS file. Should all go well, CFX will import the data from the 3DS. It may take a while to process it (esp for high-poly meshes) and you may see a loading bar. Patience is good!
Step 2: CharacterFX Orientation
Step 3: Bone-building
To create extremities like arms and legs, click on the Select tool and select the joint from where you want the extremity to originate; then click the Create Joints button and start clicking to add and connect the joints. Your bones may not always be added at where you click; don't worry! Just move them later with the Translate tool. I recommend not rotating your bones.
Time for some grunt work: naming your bones and assigning them colors. To do this, Right-click the Edit Object Properties button, select the joints and alter the fields in the Option box. This may seem like an unnecessary step but in the long run, it pays off. At this point, it may be a good idea to turn off mesh selection. Do this by going to the Select tab and unchecking Mesh.
Now you are ready to duplicate and mirror the arms and legs. Select the first bone in the
chain, do Edit > Duplicate Objects. Select the duplicated set,
identifiable by a suffix of Copy, and execute
Edit > Mirror Objects. It will ask for an axis to flip the object over.
Select the appropriate axis. You may notice it doesn't flip about the midline of the
character but about itself. You will need to translate the new set of bones to its correct
position (negative of the original bone's flipped axis value) by *cringe* eyeballing it.
Then go ahead and rename the duplicated joints.