Fast-Ref Ep.10 | Rigging Info Part 1: Rig Structure & FBX Export | OtakuSolutions
"My animation disappears after replacing the reference. Is there a way to restore controllers automatically?"
"I want to export mesh and weapon data separately when exporting FBX, do I absolutely need a separate tool?"
Both questions can be solved with a single Rigging Info Node.
We will explain the Rig Structure and FBX Export tabs, which are core features of the Rigging Info Node used commonly in Fast-Ref and BipedPlus, from start to finish.
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📌 What This Video Covers
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✅ What is Rigging Info Node? — Why it's commonly used in Fast-Ref and BipedPlus
✅ Controller List — How to register Controller, Bone, and Morpher data
✅ Bulk adding controllers with prefixes using Wildcards
✅ Rig Structure save items (Biped, controller names, Skinned Mesh/Bone, etc.)
✅ The principle of automatic rigging data recognition when loading Fast-Ref
✅ Selection Set Integration — How to bypass a 3ds Max bug using Rigging Info
✅ FBX Export Auto Mode — Automatic extraction based on Skinned Mesh Influence
✅ FBX Export Defined Mode — Selective extraction by groups such as mesh/weapon
✅ Meaning of R tag / ES tag and interpretation of Namespace red indicator
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⏱ Timestamps
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00:00 Intro
00:08 Rigging Info Node Overview
00:30 Explanation alongside Fast-Ref Rigging Manager
01:08 Controller List — Meta Data Storage Concept
01:26 Bulk adding controllers using Wildcards
01:47 Structure of restoring specified controllers
02:24 Controller List Configuration (Excluding Biped, General Controllers)
02:36 How to add Shape · Morpher data
03:05 How to check Morpher data
03:18 Tips for quick registration of low-priority characters
03:30 Saving Rig Structure — Refresh and Save
03:42 Detailed explanation of saved items
04:01 Automatic recognition principle when loading Fast-Ref
04:19 Introduction to Selection Set features
04:25 SkinBones / Skins Selection Set registration example
05:10 3ds Max Selection Set restoration bug
05:28 Saving and restoring Selection Sets with Rigging Info
05:49 Introduction to FBX Export features
06:09 Auto Mode explanation
06:31 How to include Controller List bones in FBX
06:39 Method for separating Mesh / Weapon data for Export
07:10 Export Props Selection Set configuration example
07:41 Defined Mode — Selective Export
08:10 Full workflow processing without separate export tools
08:36 Rigging Info Node automatic creation structure
08:50 Automatic placement in dedicated layers
09:10 Meaning of R tag (Read Mode) / ES tag (Export Selection)
09:24 Red Tag — Node unrecognized when Namespace is active
09:33 Meaning of simultaneous display of Read Mode + ES tag
09:43 Final confirmation of Import based on Selection Set
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🔗 Related Links
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🛠 Fast-Ref — Reference-based Rigging Workflow
🛠 BipedPlus — 3dsMax Biped Mirroring & Pose Reset Extension Tool
#FastRef #BipedPlus #3dsMax #RiggingGuide #FBXExport #RiggingInfo #OtakuSolutions #3dsMaxRigging #CharacterRigging #GameRigging