Exporting 3ds Max skeletons to MotionBuilder
 
 
 

This legacy workflow is for exporting a 3ds Max skeleton to versions of 3ds Max 2011 and earlier. If you do not have the 2012 versions of MotionBuilder and 3ds Max, you do not have access to the Send to option which is detailed in the tutorials.

If you have access to the current version of 3ds Max, or have downloaded a trial version from the Autodesk web site at: www.autodesk.com/3dsmax, use the Export import & characterize a 3dsMax skeleton in MotionBuilder tutorial included in this Help.

Exporting 3ds Max skeletons to MotionBuilder

In the following procedure, you export conventional 3ds Max bone system skeleton data to FBX format for animation in MotionBuilder.

To learn how to export skeletons created with the 3ds Max biped creation option, see Create and export a 3ds Max biped to MotionBuilder.

To export a skeleton in FBX format:

  1. Launch 3ds Max.
  2. Create your 3ds Max skeleton.
    NoteMake sure that your skeleton is positioned in a “T” stance, the pose used by animators for skinning. For information on the "T" stance pose, see Stance.
  3. Region-select your skeleton.
  4. From the Application menu, select Export > Export Selected.
    Note

    Hold the mouse over Export without clicking for a moment so that Max displays the Export options menu from which you can choose Export Selected.

  5. In the Select File To Export dialog box, navigate to a directory where you want to save the file, and click Save.
    Note

    If you do not specify a location, the file is automatically saved in the FBX file format to the 3ds Max Export folder.

    The FBX Export plug-in opens. This is where you specify how to convert the 3ds Max scene information.

    FBX Export dialog box

  6. In the FBX Export dialog box > Include > Animation rollout, disable Animation.

    Since you are only exporting a skeleton that has no animation, there is no need to export animation.

    Animation option disabled in FBX Export

  7. Expand the Embed Media rollout and make sure Embed Media is also disabled. If Embed Media is not disabled, disable it.

    Embed Media option disabled in FBX Export

    You only need to embed media if you export a mesh with the character. That way, any texture maps associated with the character are saved with the FBX file. In most cases, you would export a mesh, properly skinned on a skeleton. But in this case, you are only exporting a skeleton, so you do not need this option.

  8. Expand Advanced Options > Axis Conversion, and make sure that the Up Axis displays the Y-up option as shown in the following figure.

    Up Axis selected in Axis Conversion rollout

    This setting assigns the exported character a Y-up axis, the orientation used by objects in MotionBuilder. The Y-up setting is required since objects created in 3ds Max use a Z-up orientation.

  9. Click OK to export skeleton A as an FBX file to your designated folder, and exit 3ds Max.

    Once a skeleton is exported to the FBX file format, you can also bring it into other Autodesk software products, such as Autodesk Maya.

  10. From the Application menu, select exit 3ds Max.
  11. Launch MotionBuilder.
  12. In the FBX Plug-in Import Options dialog, leave the default settings unchanged and click Open.

    The 3ds Max bone system skeleton loads into MotionBuilder.

    3ds Max skeleton displayed in the Viewer window

    To characterize your skeleton:

    1. In the MotionBuilder Asset browser, expand Templates > Characters and drag a Character asset onto one of the skeleton bones.

      FBX Export dialog box

      The bone lights up when the asset makes contact with it.

    2. Click Characterize in the menu that appears.

      The following dialog box reminds you that the character must be in a “T” stance and face in the positive Z axis (the equivalent of the negative Y axis that you converted when exporting the .max file into the FBX file format).

    3. Click Biped in the Character dialog box that appears to indicate the type of rigging to apply to the character.

      Character stance dialog box

      The skeleton is now characterized, which means that it is ready to accept a Control rig you can animate.

    4. In the MotionBuilder menubar, select Window > Characterization Tool. The Characterization Tool lets you verify that are no problems with the Control rig you matched to the skeleton.
    5. From the Character Controls menu, select Source > Control Rig. (You can also select Edit > Control rig, but setting the rig as a Source makes the skeleton is the active character in the scene.)

      Character Controls Source menu

      You must use the Control Rig Input setting if you intend to keyframe your character.

      The Create Control Rig dialog box appears.

    6. Click FK/IK.

      FK/IK is the method commonly used to animate characters.

    7. Make sure the Ctrl Rig In option is active in the Character Controls window, if it isn't already.

      Character Controls A. Ctrl Rig In option activated

      This setting activates the Control rig and the Character Controls Character representation. The Character representation is an image of a human form meant to represent the biped skeleton. It contains all the effectors you need to animate the Control rig, as shown in the following figure.

      Skeleton with IK/FK Control rig

      Your character is now rigged and ready to receive animation.

    8. Activate the Full Body option. This lets you move the body using the entire Control rig.

      Character controls A. Activate Full Body.

    9. On the Character representation, select the Right Wrist effector.

      Character representation A. Right Wrist effector selected

    10. Click in the Viewer window and press T.

      The transformation handles appear.

    11. Translate (or move) the hand down as shown in the following figure.

      As you move the hand, the arm extends and the rest of the body follows in a natural movement. You can now transform the characterized skeleton.