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Exploring the CATMotion layer

From: Getting Started with CAT Rigging Tools in 3ds Max

Video: Exploring the CATMotion layer

The CAT Motion layer is use to apply procedurally generated motion to a CAT rig. This oftentimes is used to quickly test out the skinning work done on a character as a way of getting up and running quickly with a character's walk or run cycle. We can even use it for final animation once we've edited it using the CAT's Motion editor. Let's take a look at how we apply at how we apply CAT Motion to our rig by selecting a bone and coming up to the Motion tab. Then we can right-click and choose our Layer Manager rollout.

Exploring the CATMotion layer

The CAT Motion layer is use to apply procedurally generated motion to a CAT rig. This oftentimes is used to quickly test out the skinning work done on a character as a way of getting up and running quickly with a character's walk or run cycle. We can even use it for final animation once we've edited it using the CAT's Motion editor. Let's take a look at how we apply at how we apply CAT Motion to our rig by selecting a bone and coming up to the Motion tab. Then we can right-click and choose our Layer Manager rollout.

Once there, we will come down and click and hold on our Add layer button, come all the way down to the bottom and release our mouse to add a CAT Motion layer. By default this layer will add a basic procedural walk to our CAT rig. We can view this motion by enabling Animation mode and then pressing play in 3ds Max's animation controls. Here of course, we have applied the motion to a standard bipedal character, but we could just as easily have used a horse, spider, or centipede rig, and our CAT Motion layer could still be applied.

Directing our attention back to the Animation layer stack, you'll notice that with a CAT Motion layer we now get a new button that gives us access to a our CAT Motion editor. This gives us the ability to control and refine the procedural motion we have added to our rig. If I just double-click the two legs option and then double-click a Procedural Motion, we get a new dialog box. This asks if we want to load our motion into a new layer. I'll load it into an existing layer or replace the motion we already have applied.

I'm going to choose Load Into New Layer and then click Load. As you can see, we have another entry in our current layer's list. This stack works in the same layer as CAT's Animation Layer Manager and is calculated from the top down. As you can see, we can even use the Weight tool to blend multiple motions together. Being able to layer up multiple motions gives us the ability to experiment with and create unique motions within a single CAT Motion layer.

We can also, of course, in the Layer Manager rollout, add Adjustment layers on top of our CAT Motion to refine and to change it. We can even stack all the CAT Motion Layers and then weight them according to our needs. Having a powerful Procedural Motion Generator available to us, once again, opens up a number of options and possibilities when working with CAT. Of course, applying a CAT Motion layer is only the start of proceedings. This is why in Chapter 7 we will be focusing exclusively on using the CAT Motion editor.

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This video is part of

Image for Getting Started with CAT Rigging Tools in 3ds Max
Getting Started with CAT Rigging Tools in 3ds Max

40 video lessons · 2712 viewers

Joel Bradley
Author

 
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  1. 3m 52s
    1. Welcome
      52s
    2. Working with the exercise files
      38s
    3. What you should know before watching this course
      59s
    4. Setting up the 3ds Max project structure
      1m 23s
  2. 5m 29s
    1. What is CAT?
      2m 4s
    2. Locating CAT features in the 3ds Max user interface
      3m 25s
  3. 26m 3s
    1. Using the preset rigs
      3m 38s
    2. Organizing a rig using custom names and colors
      6m 1s
    3. Editing the preset rigs
      4m 33s
    4. Exploring the 3ds Max Modifier List
      5m 11s
    5. Repositioning bone pivots
      3m 8s
    6. Using control gizmos
      3m 32s
  4. 28m 15s
    1. Understanding hubs
      3m 19s
    2. Adding legs to a rig
      4m 21s
    3. Working with spines
      4m 44s
    4. Adding limbs
      4m 45s
    5. Adding extra bones to the head
      6m 0s
    6. Adding toes and tails
      5m 6s
  5. 16m 17s
    1. What is a muscle strand?
      6m 15s
    2. Using a muscle strand on a rig
      3m 22s
    3. What is a CAT muscle?
      3m 1s
    4. Putting a CAT muscle to work
      3m 39s
  6. 11m 42s
    1. Understanding the Setup and Animation modes
      3m 17s
    2. Exploring the Absolute layer
      3m 13s
    3. Explaining adjustment layers
      2m 23s
    4. Exploring the CATMotion layer
      2m 49s
  7. 16m 4s
    1. Working with the hand and foot hubs
      4m 1s
    2. Exploring the foot pivot system
      3m 40s
    3. Exploring the CAT display inside track view
      4m 5s
    4. Using the IK/FK system
      4m 18s
  8. 15m 31s
    1. Exploring the CATMotion Editor
      2m 28s
    2. Customizing motion
      4m 49s
    3. Directing motion
      5m 25s
    4. Grounding motion
      2m 49s
  9. 29m 41s
    1. Building a rig: The lower body
      7m 1s
    2. Building a rig: The upper body
      8m 36s
    3. Making good use of secondary bones
      4m 54s
    4. Creating a rough skin pass
      3m 45s
    5. Creating a stress-test animation
      5m 25s
  10. 42s
    1. What's next?
      42s

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