The CG-Animation LH Tools suite for 3ds Max was born from a common frustration: while software like Maya had robust rigging options, 3ds Max lacked a high-quality, fully automated system that didn't require deep technical knowledge.

Implementing LH Tools is straightforward. As a script-based solution, it doesn't require heavy installation processes or external licenses that might break during a software version upgrade.

: Works with any rig type, including Biped, CAT, and custom rigs, though it is optimized for the LH | Auto-Rig Refinement

Handling the entire pipeline from modeling to animation within a single toolset. Studios

  1. Pre-Rig: Load your character using the LH Starter Rig (a modified CAT rig where the COM node’s local X points to the character’s nose).
  2. Animate: Animate as usual in Max. You ignore the LH conversion; just create natural motion.
  3. Validate: Use LHGator in preview mode. It overlays a ghost skeleton showing how the animation will look in UE5.
  4. Convert: Run the Axis Re-Mapper. Tick boxes: Swap Y/Z (since Unreal is Z-up) and Negate X Rotations.
  5. Bake to LH: The tool bakes a new animation layer on top of your original. You can keep the original RH layer for safety.
  6. Export: Use the LH FBX Exporter (a custom script that overwrites Autodesk’s default exporter). It writes the metadata UpAxis=Z and FrontAxis=X.
  7. Result in UE5: The sword swing is perfect. No rotation correction node needed inside the AnimBP.

The CG-Animation LH Tools offer a wide range of features and functionalities that can benefit 3DS Max users. Some of the notable features include:

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