[{"data":1,"prerenderedAt":291},["ShallowReactive",2],{"/2026/how-to-add-controllers-to-fbx-bones-using-the-advancedskeleton-plugin":3,"surround-/2026/how-to-add-controllers-to-fbx-bones-using-the-advancedskeleton-plugin":280},{"id":4,"title":5,"body":6,"categories":254,"date":256,"description":257,"draft":258,"extension":259,"image":260,"meta":261,"navigation":263,"path":264,"permalink":265,"published":265,"readingTime":266,"recommend":265,"references":265,"seo":271,"sitemap":272,"stem":273,"tags":274,"type":278,"updated":256,"__hash__":279},"content/posts/2026/How-to-add-controllers-to-FBX-bones-using-the-AdvancedSkeleton-plugin.md","AdvanCedskeleton插件为FBX骨骼添加控制器的方法",{"type":7,"value":8,"toc":240},"minimark",[9,13,21,26,29,36,40,43,46,61,65,68,75,85,88,103,106,109,114,125,128,166,170,187,191,195,204,214,218,221,226,237],[10,11,12],"h2",{"id":12},"介绍",[14,15,16,17],"p",{},"NameMatcher是AdvanCedskeleton提供的一个为fbx骨架添加控制器的功能;",[18,19,20],"strong",{},"(本文将针对3dmax的biped骨骼操作)",[22,23],"pic",{"src":24,"caption":25},"https://ovo.119898.xyz/2026/02/14/20260214183309616","功能入口",[10,27,28],{"id":28},"第一步",[14,30,31,32],{},"选择模板为",[33,34,35],"code",{"code":35},"new",[22,37],{"src":38,":caption":39},"https://ovo.119898.xyz/2026/02/14/AdvanCedskeleton%E6%8F%92%E4%BB%B6%E4%B8%BAFBX%E9%AA%A8%E9%AA%BC%E6%B7%BB%E5%8A%A0%E6%8E%A7%E5%88%B6%E5%99%A8%E7%9A%84%E6%96%B9%E6%B3%95-image-3","null",[10,41,42],{"id":42},"第二步",[14,44,45],{},"设置骨架命名规则",[14,47,48,49,52,53,56,57,60],{},"3dmax的biped默认骨架名字格式为bip001 L/R name.可以看到每个部分之间是有空格的,导出fbx到Maya之后空格会转换为",[33,50,51],{"code":51},"FBXASC032",",不过不用担心,在导出之后他就会变回空格.综上所述,我们在右边的命名规则应该填入",[33,54,55],{"code":55},"Bip001FBXASC032RFBXASC032",".左边的命名规则则是",[33,58,59],{"code":59},"Bip001FBXASC032LFBXASC032",",中间我们可以不填",[22,62],{"src":63,"caption":64},"https://ovo.119898.xyz/2026/02/14/AdvanCedskeleton%E6%8F%92%E4%BB%B6%E4%B8%BAFBX%E9%AA%A8%E9%AA%BC%E6%B7%BB%E5%8A%A0%E6%8E%A7%E5%88%B6%E5%99%A8%E7%9A%84%E6%96%B9%E6%B3%95-image-5","设置完的样子",[10,66,67],{"id":67},"第三步",[14,69,70,71,74],{},"设置骨架映射表,我直接将对照表放在下面.左边的是adv的关节名字,右边的是bip骨架的名字,将这个文本保存为txt文件放入",[33,72,73],{"code":73},"AdvancedSkeleton\\AdvancedSkeletonFiles\\nameMatchers","目录下即可在NameMatcher的模板中直接使用",[76,77,82],"pre",{"className":78,"code":80,"language":81},[79],"language-text","sideRight=Bip001FBXASC032RFBXASC032\nsideLeft=Bip001FBXASC032LFBXASC032\nsideMiddle=\nsideBeforeName=1\nsideUnderScore=0\n\nRoot=Bip001\nSpine1=Bip001FBXASC032Spine\nChest=Bip001FBXASC032Spine1\nNeck=Bip001FBXASC032Neck\nHead=Bip001FBXASC032Head\nScapula=Clavicle\nShoulder=UpperArm\nElbow=Forearm\nWrist=Hand\nThumbFinger1=Finger0\nThumbFinger2=Finger01\nThumbFinger3=Finger02\nIndexFinger1=Finger1\nIndexFinger2=Finger11\nIndexFinger3=Finger12\nMiddleFinger1=Finger2\nMiddleFinger2=Finger21\nMiddleFinger3=Finger22\nRingFinger1=Finger3\nRingFinger2=Finger31\nRingFinger3=Finger32\nPinkyFinger1=Finger4\nPinkyFinger2=Finger41\nPinkyFinger3=Finger42\nHip=Thigh\nKnee=Calf\nAnkle=Foot\nToes=Toe0\n","text",[33,83,80],{"__ignoreMap":84},"",[10,86,87],{"id":87},"第四步",[14,89,90,91,94,95,98,99,102],{},"点击",[33,92,93],{"code":93},"Creat+Place Fitskeleton","这时候场景中会创建一个adv的骨架,检查一下极向量没有问题之后可以点击",[33,96,97],{"code":97},"build advanced skeleton",",之后点击下面的",[33,100,101],{"code":101},"Constraint to joints",",这时候adv的骨架会对fbx的骨架添加一个约束,从而实现对fbx骨架的绑定.",[22,104],{"src":105,":caption":39},"https://ovo.119898.xyz/2026/02/14/AdvanCedskeleton%E6%8F%92%E4%BB%B6%E4%B8%BAFBX%E9%AA%A8%E9%AA%BC%E6%B7%BB%E5%8A%A0%E6%8E%A7%E5%88%B6%E5%99%A8%E7%9A%84%E6%96%B9%E6%B3%95-image-7",[10,107,108],{"id":108},"问题总结",[110,111,113],"h3",{"id":112},"关节数量不对","关节数量不对???",[14,115,116],{},[18,117,118,119,121,122],{},"Q: 关节映射表中创建了不止三节的身体骨架,但是点击",[33,120,93],{"code":93},"之后发现adv重心到胸腔的关节只有三节分别是",[33,123,124],{"code":124},"Root -> spine1 -> Chest",[14,126,127],{},"A: 解决方法",[129,130,131],"ol",{},[132,133,134,135,138,139],"li",{},"手动对身体的关节链进行增加然后按住",[33,136,137],{"code":137},"V","键对齐对应的fbx骨架.",[140,141,142,145,155,160],"ul",{},[132,143,144],{},"选中身体骨架",[132,146,90,147,150,151,154],{},[33,148,149],{"code":149},"Body -> Edit","页面下的",[33,152,153],{"code":153},"ReSample","在弹出的窗口中会自动识别重建骨骼区间,也可以手动选择重构区间",[132,156,157,158],{},"在骨骼栏中需要的关节链数量后点击",[33,159,153],{"code":153},[132,161,162,163,165],{},"然后按住",[33,164,137],{"code":137},"键逐个对齐到对应的fbx骨架位置上,要注意移动之后肩膀和头的关节位置都会被移动(移动关节的顺序按照先父级后子级的顺序)",[22,167],{"src":168,"caption":169},"https://ovo.119898.xyz/2026/02/14/AdvanCedskeleton%E6%8F%92%E4%BB%B6%E4%B8%BAFBX%E9%AA%A8%E9%AA%BC%E6%B7%BB%E5%8A%A0%E6%8E%A7%E5%88%B6%E5%99%A8%E7%9A%84%E6%96%B9%E6%B3%95-image-2","编辑骨架",[129,171,173],{"start":172},2,[132,174,175,176],{},"保存模板设置之后自定义骨架模板.ma并放到模板文件的同目录之下,之后使用模板创建会优先读取自定义的骨架文件",[140,177,178,181,184],{},[132,179,180],{},"开一个新场景导入一个骨架模板",[132,182,183],{},"设置好自定义骨架的参数",[132,185,186],{},"保存为自定义模板的同名.ma文件放到模板文件同级目录下",[22,188],{"src":189,"caption":190},"https://ovo.119898.xyz/2026/02/14/20260214200024504","编辑骨架并保存",[110,192,194],{"id":193},"创建好的骨架不能ik和fk无缝切换","创建好的骨架不能IK和FK无缝切换???",[14,196,197],{},[18,198,199,200,203],{},"Q: 为什么创建好的骨架在Biped选择器中点击",[33,201,202],{"code":202},"SwitchFKIK","报错无法切换",[14,205,206,207,210,211,213],{},"A: 不要使用",[33,208,209],{"code":209},"NameMatcher","面板下的",[33,212,97],{"code":97},".正确打开方式应该是从点击Body标签下的构建(本人亲测从这里构建的骨架没有问题)",[22,215],{"src":216,"caption":217},"https://ovo.119898.xyz/2026/02/14/AdvanCedskeleton%E6%8F%92%E4%BB%B6%E4%B8%BAFBX%E9%AA%A8%E9%AA%BC%E6%B7%BB%E5%8A%A0%E6%8E%A7%E5%88%B6%E5%99%A8%E7%9A%84%E6%96%B9%E6%B3%95-image-4","从Body标签页下构建",[10,219,220],{"id":220},"总结",[14,222,223],{},[18,224,225],{},"NameMatcher的实现逻辑",[129,227,228,231,234],{},[132,229,230],{},"创建一套ADV默认骨架",[132,232,233],{},"按照骨骼映射表的对应关系,自动将默认骨架对齐到fbx骨架的相应位置",[132,235,236],{},"ADV默认骨架作为父对象约束FBX骨架从而实现ADV骨架带动FBX骨架",[14,238,239],{},"依照这个逻辑实际上我们其实可以创建一个想要的骨架,然后手动对齐约束到FBX骨架上最后Build AdvancedSkeleton就能实现任意角色转ADV控制器",{"title":84,"searchDepth":241,"depth":241,"links":242},4,[243,244,245,246,247,248,253],{"id":12,"depth":172,"text":12},{"id":28,"depth":172,"text":28},{"id":42,"depth":172,"text":42},{"id":67,"depth":172,"text":67},{"id":87,"depth":172,"text":87},{"id":108,"depth":172,"text":108,"children":249},[250,252],{"id":112,"depth":251,"text":113},3,{"id":193,"depth":251,"text":194},{"id":220,"depth":172,"text":220},[255],"经验分享","2026-02-14 18:18:57","FBX骨架转制ADV绑定教程",false,"md","/images/Autodesk_Maya.webp",{"slots":262},{},true,"/2026/how-to-add-controllers-to-fbx-bones-using-the-advancedskeleton-plugin",null,{"text":267,"minutes":268,"time":269,"words":270},"5 min read",4.175,250500,835,{"title":5,"description":257},{"loc":264},"posts/2026/How-to-add-controllers-to-FBX-bones-using-the-AdvancedSkeleton-plugin",[275,276,277],"Maya","ADV","绑定","tech","w8lg5LYlEMLtFNchHfH3h3BT9NGtNUgJha0fXBkFVI8",[281,286],{"title":282,"path":283,"stem":284,"date":285,"type":278,"children":-1},"Maya中简单的卷轴绑定思路","/2026/simple-scroll-binding-ideas-in-maya","posts/2026/Simple-Scroll-Binding-Ideas-in-Maya","2026-02-08 11:07:44",{"title":287,"path":288,"stem":289,"date":290,"type":278,"children":-1},"从零开始的动画练习记录","/2026/animation-practice-records-starting-from-scratch","posts/2026/Animation-practice-records-starting-from-scratch","2026-03-15 20:01:27",1773577716627]