CAT bugs and requests
This is a special forum we’ve set up to help us quickly prioritize known CAT limitations and desired improvements. This is not a replacement for the Defect Submission form: http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=5600504&linkID=9241177, so you should still submit your defects, but you can refer to them and summarize them in this forum. Other CAT users will then vote on these bugs/wishes.You have a total of 20 votes in this forum.
We’ve combined bugs and wishes because realistically, we have a small team on CAT and they will have to prioritize if they are working on fixing things or researching new capabilities. We might as well combine those requests in one place for the most efficient process.
As with all of these forums, there are no guarantees that we will fix or improve anything. However, we view your feedback as very valuable in helping us set our priorities.
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Facial Rig for CAT
CAT can become the best rigging system with ability to create procedural facial rig.
It takes a lot of time to create and control character's face. That's why we need this tool.
Main features:
- Fully customizable facial rig. Variable proportions, mimic muscles, tongue, eyes, ears, all control elements already in place.
- Procedural animation for main phonemes and face expressions. Automatic speech animation for printed text.
- Individual animation layer type.
- Ability to load motion capture data.1 vote -
CAT Setup/Animation Mode Trigger (Short-key)
Add short-key for CAT Setup/Animation Mode Trigger.
At the moment artist have to spend a lot of extra time to switch from current task (for example during changing skin weights - in vertex mode) to select CAT bone->Go to Motion TAb-> And switch Modes.All this just to see quick result.
A short-key will save a lot of time.
1 vote -
CAT Muscle (Cylinder shape)
CAT Muscle (Cylinder shape) - working the same way as cat muscle, but covers all 4 sides. Will be useful for arm and leg skinning.
Preferably to add option to add extra mid-handles - to be be to link muscle at any stage to extra bone).1 vote -
Choosing which layers to inherit initial pose from
When you create a new absolute layer, the position that your CATrig is currently in will be used as the initial pose. However, in some cases you wouldn't want this especially when local layers are taken into account.
In my case, I'm using local layers to drive a facial bone rig using CAT bones with the weights controlled with Reaction Manager. When I make a new absolute layer, a doubling effect occurs in which the previous pose of the facial bones is captured and the weights then apply themselves again which then distorts the face. Arguably I'm better off with…
2 votes -
Mirroring Limb animations
In some cases, you'll need to redefine the rotation order on some bones. However, this doesn't appear to be preserved on the limbs themselves and there doesn't appear to be an ability to set this in Setup Mode without breaking the build-in IK.
I also noticed that animations don't preserve changes in the curve editor... that's just stupid.
1 vote -
Motionbuilder adds position to toes and fingers
For one your link for bufs http://usa.autodesk.com/adsk/servlet/item?siteID=123112&id=5600504&linkID=9241177 is broken.
Here is the issue. 2013 PU6 - Create a cat rig. Dend to Mobu as new scene. Create a control rig on the cat skeleton. Assign the punch tutorial sample (or any motion) to the rig in story. send back to Max. All is well. Now re-send the motion back from Mobu using update and the fingers and toes move to their position that it says they are in Mobo.
Workaround. You can select all the bones in the hand and set a key on the layer and then set the…4 votes -
CATMuscle memory leak
When using CATMuscle with Collision Detection objects 3ds max hands because memory leak. It's happens in 3ds max 2011-2013PU6.
1. Create Sphere object.
2. Create CATMsucle.
3. Set "Type" = Mesh
4. Set "U Segs" and "V Segs" = 100
5. Add Sphere object to Collision Detection.
6. Select and move Sphere.
3ds max memory usage grows very fast and after 10 sec 3dsmax is hangs.video: http://youtu.be/Sy9qbqDmo98
1 vote -
Custom Mirror animation options
Sometimes, you don't want to flip custom CATbones to the other side. For example, making a face rig with CATbones and then mirroring an animation causes the face to mirror as well with undesirable results.
1 vote -
Add a real moveall object
Every basic rig has a move all dummy\shape at the base of the character that allows for offsets and animation on all 3 axis. The motion extraction node just doesn't do this properly. Doing it by hand and linking the cog and the foot platform to a null seems to be breaking the copy paste options of CAT ( or maybe they just don t work at all). Just extremely annoying when doing keyframe blocking and a sup asks you to flip an animation....and nothing works.
3 votes -
There a serious problem in the last 3dsmax 2013 update 06 for CAT
Is impossible to wire CAT for some automations for example if you want using a wire parameters for manage the layer weights when you start to animate any time i use my wired param CAT start to fliker all rig and is impossible to animate. In 3dsmax 2012 this problem not appen
3 votes -
CATMuscle copy/paste bug
This bug appear since 3dsmax 2011 through 2013 PU6 (include all service packs and product updates and hot fixes)
1. Create CATMsucle.
2. Set "L" in properties rollout.
3. Press "Copy muscle settings"
4. Create another one CATMsucle in different location.
5. Set "R" in properties rollout.
6. Press "Paste muscle settings"Result is not what expected!
1 vote -
A snake preset for CAT, please !
all is in the title.... :)
(a preset that can be used also as a tentacle of course..)6 votes -
MassFX Ragdoll support for CAT
Currently, using the MassFx Ragdoll with a CAT Rig is not officially supported in 3dsmax 2013.
10 votes -
Full CAT bones and gizmos scripted access
The same CAT interfaces on gizmos type to give us more flexibility create/edit them through maxscript (http://docs.autodesk.com/3DSMAX/15/ENU/MAXScript-Help/index.html?url=files/GUID-BA8B08CE-96BF-408B-93C0-7A4CDBDC8ABB.htm,topicNumber=d30e729725).
Hability to set/get every Joint Limits Position and Rotation axis values on CAT bones because it is a bit pain to rely on the Link Info > Joint Limits UI..
Default <node>.wirecolor on CAT Bones does not change its colorbox definition so it would be nice an exposed property ie
<catnode>.CATColor or <catnode>.DigitData.CATcolor4 votes -
Joints need poles so that we can decide the direction they bend to!
We need some kind of system constraining the "knee" and "elbow" joints direction that they will bend to when rotated - at the moment when creating a robot with fixed joints my legs are bending outwards, this would be solvable with a system which enables me to chose bend direction..
5 votes -
Add ability to change CAT CLP, RG3, and PSE file paths via Configure User Paths
Currently, to change the default path location of CAT files such as CLP and PSE files, you have to edit the cat.ini (which is buried in one's AppData folder). This should be accessible via the Configure User Paths.
3 votes -
after add rigging objects in CAT can using CAT animation tools for imported objects
after add other objects in CAT can animate this objects inside CAT layer animation and save their animate with clip and pose saving tools
for example create a facial rig with reaction manager and morph for a character with CAT base riging then add facial rig to CAT system and use CAT tools for animating facial rig in layers and save their animation clips with CAT tools
1 vote -
Fixing the Gizmos
When you use Gizmos in your Setup Pose and then want to duplicate the Rig it causes straneg stretches of the bones that are applied to it
Pls fix that so anyone can just use Gizmos and duplicate their Rig3 votes -
Add CAT Objects to the Create menu for consistency
Currently, you can only create new CAT objects from the Create Panel. They should also be accessible via the Create menu to be consistent.
5 votes
AdminMartin B
(Admin, Autodesk)
responded
Moving to the CAT forum
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Better foot seting up
There should be an ability to better set up foot bone.
Right now If you want to match existing model with foot bone you have to first match the toe joint and then ankle joint and you have to do that by rotating the whole foot (around toe joint) and adjusting foot length - it is a wrong way to do that.
It should be possible to set it up like the rest of leg bones - just by moving the pivots (and for example toe joint in sub object mode).6 votes
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